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Diffstat (limited to 'docs')
-rw-r--r-- | docs/progression.txt | 99 |
1 files changed, 62 insertions, 37 deletions
diff --git a/docs/progression.txt b/docs/progression.txt index e0711d99..e5527936 100644 --- a/docs/progression.txt +++ b/docs/progression.txt @@ -6,20 +6,28 @@ Player's Progression Player's stats : ---------------- -Strength : The Strength determines how much a player will physically damage an enemy. +Strength : The Strength determines how much a player will physically damage + an enemy. + Vitality : The Vitality deals with the player's HP, and damage resistance. -Agility : The Agility determines the attacks frequency of a player, and the ability - to escape attacks from an encounter. -Intelligence : The Intelligence determines how many MP a player can have, how many - abilities he can master, and how strong his magic attacks can be. -Spirit : The Spirit deals with the player's magic resistance, and also with magic - effectiveness. -Luck : The Player's Luck determines the player's evades, how he can deals - critical attacks, and a little bit with the hit percentage. - -A Player has got 11 points to distribute to each stat before beginning at level 1. -A Stat must have at least 1 point given to it. -The Player earns 1 point for each level he reaches. + +Agility : The Agility determines the attacks frequency of a player, and + the ability to escape attacks from an encounter. + +Intelligence : The Intelligence determines how many MP a player can have, how + many abilities he can master, and how strong his magic attacks + can be. + +Spirit : The Spirit deals with the player's magic resistance, and also + with magic effectiveness. + +Luck : The Player's Luck determines the player's evades, how he can + deals critical attacks, and a little bit with the hit + percentage. + +A Player has got 11 points to distribute to each stat before beginning at +level 1. A Stat must have at least 1 point given to it. The Player earns 1 +point for each level he reaches. Player's Status : @@ -31,18 +39,26 @@ HP : Hit Points. How much a player can be hit before dying. MP : Magic Points. Used by Spells, or Special Skills. MP = 2 * Intelligence + Spirit -Attack : The Attack tells how much exactly the player will reduce the opponent's HP, minus its defense and extra protection. +Attack : The Attack tells how much exactly the player will reduce the + opponent's HP, minus its defense and extra protection. Attack = 3 * Strength + Luck + Defense : The Defense will reduce the HP damage taken by an opponent. Defense = 2 * Vitality + Agility + Luck + Magic Attack : Same but for the might of your spells. Magic Attack = 3 * Intelligence + Spirit + Magic Defense : Same but for the defense against magic skills and spells. Magic Defense = 3 * Spirit + Luck -Hit (%) : Indicate the chance a player has to hit an opponent. The Score is in percentage. - Hit = ((3 * Luck + 2 * Agility + Intelligence)/6) * 10 (Max : 125 %) -Evade (%) : Indicate the chance a player has to evade an opponent's hit. The Score is in percentage. +Hit (%) : Indicate the chance a player has to hit an opponent. The Score + is in percentage. + Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10 + (Max : 125 %) + +Evade (%) : Indicate the chance a player has to evade an opponent's hit. + The score is in percentage. Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %) @@ -51,57 +67,66 @@ An Attack Process : An attack process is quite simple : The Hit(%) of the attacker is taken, minus the evade of the opponent. -A random score is taken by the server and if it's less than the Attacker's Hit modified, the attacker actually hits the opponent. +A random score is taken by the server and if it's less than the Attacker's Hit +modified, the attacker actually hits the opponent. N.B. : A magic attack never miss if it isn't based on status changing. For instance, a fire ball always touches the opponent. -Then, the attack plus the its modifiers (weapons attack upgrade, items bonus, ...) -minus the opponent defense (plus bonus) is taken to reduce the opponent HP. +Then, the attack plus the its modifiers (weapons attack upgrade, items bonus, +...) minus the opponent defense (plus bonus) is taken to reduce the opponent +HP. Levels : -------- -The XP-For-The-Next-Level of a player is calculated with his/her class number. Cf. Class Number for more information. -Higher is the class, higher is the class number. +The XP-For-The-Next-Level of a player is calculated with his/her class number. +Cf. Class Number for more information. Higher is the class, higher is the class +number. Minimum XP For This Level = Level^3 + ClassNumber * Level. XP For Next Level = (Level + 1)^3 + ClassNumber * (Niveau + 1). -To be of a level, a player must have an actual XP which is between minimum and xp for next level. +To be of a level, a player must have an actual XP which is between minimum and +xp for next level. N.B. : A player earns 1 stat point for each level he reaches. Job Points : ------------ -Job Points are used to get skill points, that can be used to learned and reinforce special skills, -which can be acquired by being of certain classes. +Job Points are used to get skill points, that can be used to learned and +reinforce special skills, which can be acquired by being of certain classes. Job points are obtained by job leveling. -!! : Changing the class of a character reset to the job level of the character the last time he was of that class. - It can be zero if the player has never been of this class! +!! : Changing the class of a character reset to the job level of the character + the last time he was of that class. It can be zero if the player has never + been of this class! Job level : 20 + 2^Level + Level. Classes : --------- -A player can be one of mutiple classes ; A wizard is different from a archer, and can't held the same weapons, armors, etc... -A score is associated with each class defining how hard it is to level for a player. -Also, special skills can be learned from each classes, by giving them skill points, earned by gaining job points. +A player can be one of mutiple classes ; A wizard is different from a archer, +and can't held the same weapons, armors, etc... A score is associated with each +class defining how hard it is to level for a player. Also, special skills can +be learned from each classes, by giving them skill points, earned by gaining +job points. -Classes ---------- Class Number ------------- Skill Associated ------------------------------- Conditions +Classes --- Class Nr -- Skill Associated ------------------- Conditions ------- -Beginner 16 Sitting (JobLvl : 4) -Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10 -Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10 -Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10 +Beginner 16 Sitting (JobLvl : 4) +Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10 +Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10 +Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10 ... Notes: ------ -Every of these notes have to be discussed, if you have any feedback, suggestions, updates, commit or tell them at : -address : http://irc.freenode.net channel : #manaworld +Every of these notes have to be discussed, if you have any feedback, +suggestions, updates, commit or tell them at: + +address: http://irc.freenode.net channel: #manaworld |