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OUR DOMAIN IS ABOUT TO EXPIRE
Sun Apr 27, 2014 8:43 am by V
but I renewed it.
what have YOU done today, TR?
also I'm not sure if heartbleed effected us but you should probably not change your password, the jitterbug gang are working hard and they need …
what have YOU done today, TR?
also I'm not sure if heartbleed effected us but you should probably not change your password, the jitterbug gang are working hard and they need …
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Stats! in aqw
+3
Rohan
Kaotic
rydrew1
7 posters
[TR] - Take Away Tom :: TR :: Dumpster
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Stats! in aqw
Do you think they should bring out stats and stat trainers in aqw!
Tell me why you would or would not like it!
Tell me why you would or would not like it!
rydrew1- Sailor
- Number of posts : 531
User Points : 16351
Age : 123
Location : uh.
Re: Stats! in aqw
i wouldn't like it because it makes it harder to choose which category you want, then that is when staves and swords and stuff come in and, i like aqw the way it is, which is all weapons can do the same dmg and there mostly based on looks
Re: Stats! in aqw
then u cant use some armor as well, leave the stats to the weps n equipable i say
Rohan- New Member
- Number of posts : 34
User Points : 5672
Age : 29
Location : Somewhere VERY UN-FOOL PROOF DONT LOOK BEHIND YOU =D
Re: Stats! in aqw
Stats? sounds good but I wouldn't want them now atm at least not until the armors get fixed..having stats would help but when you have armors you can't use to their full potential...well that weakens the power of stats..
Stats
I think stats could be used if they base your stats off from the rank of your armor and your level , for each character class
Beobane- New Member
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User Points : 5644
Location : Wi.
Re: Stats! in aqw
but if we have stats then melee armors and magic armors will be separated= u could have warlord and sorcerer but your magic is weak so there is no point of having that armor (which would make choosing armors with looks allot harder
Re: Stats! in aqw
Character stats, for the moment, shouldn't even be considered. Personally, I'd like to see resistances and stats added for weaponry and magical attacks.
Let's face it. The most strategy we are currently offered is finding enough people to take on a monster. I'm fine with that for now, but I wouldn't mind seeing weapons, magics, and monsters gaining elemental attributes.
Let's face it. The most strategy we are currently offered is finding enough people to take on a monster. I'm fine with that for now, but I wouldn't mind seeing weapons, magics, and monsters gaining elemental attributes.
Re: Stats! in aqw
i dont think we should have them it would get to confusin :D
ferzo- New Member
- Number of posts : 31
User Points : 5627
Re: Stats! in aqw
*Sigh*
Obviously, the developers and programmers would use the same system from Adventure Quest and any other game dealing with elemental weaknesses.
Say you have a weapon that does 47-52 dmg.
47 is base damage, while you have 5 random damage. So, you'd set the Random Number Generator (RNG) to give you a number between 1 and 5 for the random damage.
The same could also be true for armors that give offensive advantages, such as the Berserker. However, it could also go by percentage. Only the developers and programmers know though.
The weapon is fire based, and it turns out that the monster is weak to fire. For argument's sake, it's 120% (same system as AQ).
So, the math would look something like this:
(47+(RNG 1,5)) * 1.2 = Damage
RNG is the module in the program, and it uses the numbers 1 through 5 to determine the random damage. Also, this equation does not take into account any bonuses given from armors.
In conclusion, the only thing added for the game is the percentile for weaknesses and resistances. It's not a difficult fix or patch. However, it would require the monster data to support the extra data format in the combat system, which may prove difficult for the AE team, seeing as they have problems with their "spaghetti code".
(AE probably doesn't have a "spaghetti code". I'm just mocking them in a friendly manner.) :P :P
Obviously, the developers and programmers would use the same system from Adventure Quest and any other game dealing with elemental weaknesses.
Say you have a weapon that does 47-52 dmg.
47 is base damage, while you have 5 random damage. So, you'd set the Random Number Generator (RNG) to give you a number between 1 and 5 for the random damage.
The same could also be true for armors that give offensive advantages, such as the Berserker. However, it could also go by percentage. Only the developers and programmers know though.
The weapon is fire based, and it turns out that the monster is weak to fire. For argument's sake, it's 120% (same system as AQ).
So, the math would look something like this:
(47+(RNG 1,5)) * 1.2 = Damage
RNG is the module in the program, and it uses the numbers 1 through 5 to determine the random damage. Also, this equation does not take into account any bonuses given from armors.
In conclusion, the only thing added for the game is the percentile for weaknesses and resistances. It's not a difficult fix or patch. However, it would require the monster data to support the extra data format in the combat system, which may prove difficult for the AE team, seeing as they have problems with their "spaghetti code".
(AE probably doesn't have a "spaghetti code". I'm just mocking them in a friendly manner.) :P :P
Re: Stats! in aqw
It's fine. I enjoy talking about programming, because that's the field I'm going into. So far, I'm pretty good with Basic, but next semester I'm learning C++. Yay!
[TR] - Take Away Tom :: TR :: Dumpster
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