From d89f86f1f781d488d01e0ee8d883d3f69e2036a7 Mon Sep 17 00:00:00 2001 From: Yohann Ferreira Date: Tue, 8 Feb 2005 13:37:24 +0000 Subject: Useful notes about futur players progression --- docs/progression.txt | 107 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 107 insertions(+) create mode 100644 docs/progression.txt (limited to 'docs') diff --git a/docs/progression.txt b/docs/progression.txt new file mode 100644 index 00000000..e0711d99 --- /dev/null +++ b/docs/progression.txt @@ -0,0 +1,107 @@ +-------------------- +Player's Progression +-------------------- + + +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. + + +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 %) + + +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. + + +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. + + +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. + +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 Number ------------- 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 +... + + +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 -- cgit v1.2.3-70-g09d2