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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-08 14:03:08 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-08 14:03:08 +0000
commit57b38f5a1f7e9310da0d8df64b397c1e87dec215 (patch)
treeb723008693a0a8c864913f0a55f50fdeb6660475
parentd89f86f1f781d488d01e0ee8d883d3f69e2036a7 (diff)
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Wrapping the file to 79 characters.
-rw-r--r--docs/progression.txt99
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