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diff --git a/docs/progression.txt b/docs/progression.txt deleted file mode 100644 index a25cf11fd..000000000 --- a/docs/progression.txt +++ /dev/null @@ -1,129 +0,0 @@ ------------------------------------ -THE MANA WORLD PLAYER'S PROGRESSION ------------------------------------ - -1. PLAYER'S STATS -2. PLAYER'S STATUS -3. AN ATTACK PROCESS -4. LEVELS - -1. PLAYER'S STATS - -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. - - -2. PLAYER'S STATUS - -HP : Hit Points. How much a player can be hit before dying. - HP = (3 * Vitality) + Strength + Level - -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 = 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. - Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %) - - -3. 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. -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. - - -4. 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. - -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. -N.B. : A player earns 1 stat point for each level he reaches. - - -5. 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 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! - -Job level : 20 + 2^Level + Level. - -6. 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. - -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 -... - - -7. NOTES - -Every of these notes have to be discussed, if you have any feedback, -suggestions, updates, commit or tell them at: - -address: irc://irc.freenode.net channel: #themanaworld |