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Morning, I'll be with some friends today so posts will be limited for me. I have a game tomorrow morning as well so don't be surprised if I don't post many.
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"No matter how strong or what power the enemy has, I will fight and protect my friends, even if it cost me my life to protect them. I will fight until I die to ensure their future."
Hello there. Currently taking a tiny break between classes. Don't expect me to be active until 5PM (11PM CST). Got last class of the week and then heading home. Appears that Wriggle didn't post in TSU last night... Damn it...
Just a little mod expectation in TSU. I'm hoping that everyone (especially Wriggle) is active and gets through most of what they need to do in the first day of TSU over this weekend or so. This includes most micro-arcs and any tasks needed to be carried out during the first day. I know that my only real micro arc (Childhood Reunion Part 1) will hopefully be done by this weekend (maybe Saturday) so I can prepare for other events. Not trying to whip people around but I'm hoping to have the pace picked up.
@SUSTIC
Once I get home and S121 wakes up, we need to talk a bit more regarding TSU.
Smash through the blocks that bar your way; No time for fear, just let it all fall away; Nobody believes in me and you, Just look at the way they stare; So what if we live in a walled garden, As long as I've got you then I don't care! My 3DS Friend Code: 2208-5334-3531 (Ask for Pokémon shenanigans or random multiplayer games)
My Switch Friend Code: SW-1503-3394-5328
My NNID: OfficialTRXD
Steam: http://steamcommunity.com/id/lunapixu/
Unlike the 25 + (25% + 25% + 10%) equation, Max only has two perks, which would give him this equation 25 (25% + 10%).
When I see Ptotal = ((Psub + Psub*0.25) + (Psub+ Psub*0.25) * 0.1)), I'm assuming that the bold number sets are perks.
Not unless the equation's supposed to be adapted like so: Ptotal = ((Psub + Psub*0.10) + (Psub+ Psub*0.25) * 0.1)), with the red being the Sniper perk, while the green is the Wired Reflexes perk.
Is it supposed to be like that?
@TRXD
I'm back.
What did you want too talk about?
Originally posted by S121
Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
...
Behold one of the greatest walls of text ever.
Spoiler:
Ok it takes me months to get anywhere with this [Shattered Ice Flower] but I'm going to use this as my experiment.
So I'ma make a Fire Emblem esque system for this so that everything will be stat based.
Now because I found the Fire Emblem calculations...I intend on using google docs to create a calculator that will pretty much do everything for you when it comes to combat.
So it'll be input your stats, enemy stats, hit enter, receive bacon see results.
Though I'll go into detail later on this.
Right now, let me describe what all those lovely acronyms stand for.
***
Class: Your character's class which would dictate stat growths...but for simplicity we'll set this later.
HP: Your health points. Max will be 80 HP.
Str: Strength of a character that dictates physical attacks.
Mag: Magic Strength. Obviously the stat that dictates magic attacks.
*Note: Mag and Str both use the same formula. If you use magic tomes, you use Mag stat in the calculation, and so if you use a melee weapon, Str.
Skl: The Skill of your character. A key factor when dictating hit stat and critical hit stat.
Spd: Speed. How fast your character is. Used in calculating Avoid Stat. (Hit Stat and Avoid Stat are the two things that actually dictate hit or miss in battle.)
Lck: How lucky your character is. Used in both Hit Stat and Avoid Stat calculations by a small amount...just to add complexity to calculations.
*Note: Notice I'm saying Avoid, Critical, and Hit Stat. The chance of these things happening are calculated later.
Def: Physical Defense. Literally, take Attack stat when it's calculated from Str and subtract along with a bunch of other bonuses.
Res: Magic Defense. Same as Physical, except used after Attack Stat is calculated with Mag.
*Note: I will be simplifying and explaining how each of these work as I go through this set up.
***
Now that you know what they mean and have a rough idea of what each is used for...
Let's move on to the next part of the stats
Weapon Proficiencies
Each class will have a certain set of useable weapon types (like Cavaliers can use swords and lances, Sword Masters use...swords, and Warriors use axes.)
In addition to being allowed to only using a certain set of weapon types...there's a level system that restricts what level of weapon...or as it's called...rank of weapon that can be used.
I'll explain this in the weapon system section but just be aware it exists.
Oh and it goes from E to A.
E being the lowest and A the highest...
Anyway...MOVING ON~
~WEAPON SYSTEM~
The weapons themselves have a bit of a stat system. So let's quickly get on with this.
Rank
Mt
Hit
Crit
Rng
Effect
Uses
Worth
Ok fun and joy. (You're probably wondering why I'm setting them off like I am. There's a reason.)
Ok so let's describe these things.
Rank: The Rank of the weapon. Character Weapon proficiency must be greater than or equal to the Weapon Rank in order to use it.
...in other words if your character has D Rank Sword proficiency, then you can use Iron Swords and Bronze Swords (D Rank and E Rank respectively) but not Steel Swords and Silver Swords or Brave Swords (C, B, and A Ranks respectively).
Mt: Might. How powerful the weapon is. This is used in the Attack Stat calculation.
Hit: Hit Stat. Used in...the Hit chance calculation. We'll get to this eventually.
Rng: Range. This dictates the obvious concept of if your in range to hit someone. Like an archer can be 2 spaces away (Remember Fire Emblem is like Chess.) and hit a sword master...but the sword master can't hit the archer (unless using a very specific sword which I'll list off later.)
Effect: Special effectiveness stat that tells you if its useful against certain class types. Like Armor Slayer...which is good against classes that have the Armor classification (Knights and Generals).
We'll talk more about this later.
Uses: Think Durability. How many times you can use it before you break it. Why Tomes have this remains a mystery to me... And has been the source of one funny joke...
Worth: How much it costs to buy from a shop. When selling, it goes for half. In other words: an item priced at 100 gold will sell for 50 gold.
* Note: There's random chance you'll get random items so you could live off of that.
Now that we looked at that...let's look at some of the calculations (You better be grateful that I'm going to make a calculator system that does EVERYTHING for you. You just have to punch in numbers and hit enter. Be. Grateful.)
Next...bonuses.
Just to make things even MORE COMPLICATED
~BONUSES~
First Bonus we're gonna look at: Weapon Rank Bonus
...only applies when you have a Weapon Proficiency of C or greater and a weapon equipped that matches the rank.
So if you have a Steel Sword equipped and you have Proficiency rank C for Swords...you get a bonus.
If you have the same Proficiency but use a Bronze Sword... No bonus.
So here's the chart
***
Type: Sword
C Rank bonus: Attack +1
B Rank bonus: Attack +2
A Rank bonus: Attack +3
Type: Lance, Bow, Tome
C Rank bonus: Attack +1
B Rank bonus: Attack +1, Hit rate +5
A Rank bonus: Attack +2, Hit rate +5
Type: Axe
C Rank bonus: Hit rate +5
B Rank bonus: Hit rate +10
A Rank bonus: Attack +1, Hit rate +10
Type: Staff
C Rank bonus: Recovery +1
B Rank bonus: Recovery +2
A Rank bonus: Recovery +3
**
Each of this will be factored in into calculations later.
...except for Recovery...which...I think is a self heal bonus at the beginning of player turns.
Also This will be canceled if Weapon Triangle bonus is not in effect.
Weapon Triangle Bonuses
Basically...kind of a big deal.
***
Weapon Rank (advantageous side): E or D
Weapon triangle Bonus: Hit rate +5
Weapon triangle Penalty: Hit rate -5
Weapon Rank (advantageous side): C
Weapon triangle Bonus: Hit rate +10
Weapon triangle Penalty: Hit rate -10
Weapon Rank (advantageous side): B
Weapon triangle Bonus: Hit rate +10, Attack +1
Weapon triangle Penalty:Hit rate -10, Attack -1
Weapon Rank (advantageous side): A
Weapon triangle Bonus: Hit rate +15, Attack +1
Weapon triangle Penalty: Hit rate -15, Attack -1
***
Ok here's how it works.
Sword beats Axe beats Lance beats Sword
Therefore if a sword user goes against an axe user, the bonus and penalty of the weapon rank that is being used by the sword user will be applied.
For example, with the above scenario, let's say it's a rank C sword (What the axe is doesn't matter in this scenario). therefore the sword user gets a +10 to the hit rate and the axe user gets the penalty.
Ok we can FINALLY move on to calculations.
...Right after Terrain Bonuses.
Terrain has it's own bonuses...like woods and forts and mountains.
Because we won't worry about movement, we'll just worry about what they do for the calculations
This is something that I can't find a nice neat chart so I have to make one from partial memory.
Areas that have no features (Plains, normal floors, non-impeding terrain)
Def Bonus: 0
Avoid Bonus: 0
Heal Bonus: 0
Areas with features (Forests, Mountains, Columns in buildings, rugged/impeding terrain)
Def Bonus: 1
Avoid Bonus: 10
Heal Bonus: 0
The calculations will tell where each goes.
Heal bonus is literally done at the beginning of each turn and heals that amount of HP.
NOW WE GO TO CALCULATIONS
~CALCULATIONS~
*cries inside*
Ok this is the...*cough* fun part.
First we're going to look at the calculations that process the character's stats that are more like traits...and turn them into...other stats...
...joy.
Hit rate
= Hit rate + Weapon triangle bonus - Enemy's (Avoid + Terrain bonus) [%]
Critical rate
= Critical - Enemy's (Luck) [%]
To translate:
Attack dealt is calculated by taking the Attack stat of the character calculated from the prior calculation above and the weapon triangle bonus (or penalty) along with the opponent's Def Stat with the opponent's Terrain Bonus (...which is not much.)
Hit rate is a % so after you take the Hit rate calculated above, Weapon Triangle bonus/penalty, Enemy's Avoid stat calculated above, and the enemy's terrain bonus...you put a % on it. That's it. You calculate it and that IS the %. That's all that means.
Critical should be obvious. It's the critical stat calculated from above and the enemy's luck. Slap a % on it and viola, it becomes a rate.
That's all for that part...
Now...
~LEVELING~
Almost done so bear with me...
The Leveling system has two things: Internal and external Levels.
External is what you see as a number...
Internal determines if you should get that full bit of EXP from that kill you just got.
Now I'm going to simplify this because...
...it's just not pretty.
So here's the simple end of it:
Each class has a cap of level 20 which means each character has a possible cap of lvl 40 cumulative.
Each level takes 100 EXP
EXP is gained from Battle and even using staves.
Now let me show how we're going to have it done:
***
Battle EXP
Encounter: 1 EXP
*Means you are in a battle but cannot attack (no weapon equipped or out of range)
Fight: 4 EXP (technically 5 EXP*)
* Means that you attack but don't kill the enemy. Stacks with Encounter so it's 5 EXP in truth.
Kill: 10 EXP (technically 15 EXP*)
*Means that the encounter results in a kill. Does stack with Encounter and Fight. So in truth if you kill it's 15 EXP
* Each of these is a type of staff, with 3 levels of healing staff (Heal, Mend, Recover), Resistance boost staff called Ward, and a warp staff and repair weapon staff. I'll list these off later.
***
So to help translate
For Battles:
You will gain 1 EXP guaranteed every battle encounter that involves your charcter.
You will gain 5 EXP if your character fights back but doesn't kill.
*NOTE: you technically do not need to deal damage to gain this (so if you attack and miss or if you attack and deal no damage it'll still count)
You will gain 15 EXP for a kill.
If you heal with a staff, it's w/e value the staff gives.
So after you gain 100 EXP, you gain one level, which will lead to stat growths...which is next topic...
Now briefly: There are two types of Classes.
Base and Promoted.
So here's how this works in to what I'm about to say:
At base class level 10 to 20, you can choose to promote your character to a more powerful promoted class of your choosing.
Here's the catch: if you promote at level 10, you set your level cap to a cumulative of 30.
However there is an advantage to promoting early...especially if the character has horrible stat growths in the base class they're in.
So in other words...
Choose: To promote as early as lvl 10 or until the max cap of lvl 20.
So...every 100 EXP leads to 1 Level and you have a cap of 20 levels at base and 20 levels at Promoted.
...so there's 40 times Maximum your stats can grow.
Next
Weapon Proficiency EXP
This is simple.
For any battle, no matter the outcome as long as the character fights (hit or miss, damage or no damage dealt) you will gain 2 EXP for the weapon proficiency of the weapon used.
*For Staff, it's just use.
For each Rank, it takes a different amount of EXP
E to D: 30 EXP
D to C: 40 EXP
C to B: 50 EXP
B to A: 60 EXP
So therefore to go from E to A, you need to acquire 180 EXP.
so... 90 Uses/battles.
Finally: Stat Growths
~CLASSES AND STAT GROWTHS~
This is it. The Final Topic.
So I mentioned Classes and Stat Growths. ...this is the most important part of the entire system.
Stat growths vary from class to class...
Now there's a chart for this that is a bit confusing to read...and I can't transcribe it here.
But I'll say open this up and read along what I have to say...because this is the bread and butter of this system.
So First...to simplify since each character has a unique growth rate independent of class, we're going to look at just the modifiers
Ok a lot of numbers but this is how it works:
You take your growth rates (in %) and add the number from the chart to the growth rate (in %)
so if you're a Cavalier with a base growth rate of 40% Stregnth, you add the 20% of the class growth to it.
so your strength has a 60% chance of going up by 1 point each level
To say it again:
Character Base Growth Rate [%] + Class Growth Rate [%] = Actual Growth Rate [%]
What this is telling you is the chance of a stat growing by 1 point.
so if you level up
there will be...using the above scenario of a cavalier... a 60% chance that your Str stat will increase by 1 point.
So there is a 40% chance it grows by 0 points.
All stats are done this way so it's possible to have Str, Skl, Def, Lck, and HP to all go up by 1 point during a level up while the rest of the stats don't.
So in theory, it would be possible for a stat to grow 40 (assuming 20 levels while in base class and 20 levels promoted class) points additional to the base stats if it had a 100% growth rate....if it wasn't for the stat cap
Well, my hangout with friends today is cancelled, oh well.
"No matter how strong or what power the enemy has, I will fight and protect my friends, even if it cost me my life to protect them. I will fight until I die to ensure their future."
if you want to see how almost everything in FE: A works, take a look at my last post. It's improvised in places and modified from the actual, but I pretty much explain the basics.
I never said anything about FE:A, just mentioning that my hangout today was canceled
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"No matter how strong or what power the enemy has, I will fight and protect my friends, even if it cost me my life to protect them. I will fight until I die to ensure their future."
Sometimes when you're driving down a road, a bug hits your windshield. It's ugly and unpleasant, but you just activate the wipers / cleaning fluid and it's gone in a few seconds. It's just part of driving down the road. You don't dwell on it, because that'd be silly. Bugs aren't worth the time.
I've noticed there hasn't been any news since I edited my AtWaG's app.
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"No matter how strong or what power the enemy has, I will fight and protect my friends, even if it cost me my life to protect them. I will fight until I die to ensure their future."
@Zekai
Well... derp. I kinda stopped assessing the whole thing when it got out of hand. Everyone is either AFK, not doing anything, or is talking on mumble. People should get down to it in due time. Just wait a bit or push them into doing it.
Smash through the blocks that bar your way; No time for fear, just let it all fall away; Nobody believes in me and you, Just look at the way they stare; So what if we live in a walled garden, As long as I've got you then I don't care! My 3DS Friend Code: 2208-5334-3531 (Ask for Pokémon shenanigans or random multiplayer games)
My Switch Friend Code: SW-1503-3394-5328
My NNID: OfficialTRXD
Steam: http://steamcommunity.com/id/lunapixu/
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