Weapon Triangle
- Physical Weapon Triangle: Swords & Hidden Weapons > Axes & Bows > Lances & Chain Weapons > Swords & Hidden Weapons
- Magical Weapon Triangle: Anima > Light > Dark > Anima
Weapon Triangle Bonuses
- Swords & Hidden Weapon Bonuses Over Axes & Bows: + 20 Crit. (- 20 Crit Evade for Axe and Bow Users at WTD)
- Axes & Bow Bonuses Over Lances & Chain Weapons: + 30 Avoid (- 30 Avoid for Lances & Chain Weapons)
- Lance & Chain Weapon Bonuses Over Swords & Hidden Weapons: + 6 Defense (- 6 Defense for Swords & Hidden Weapons)
- Anima Magic Weapon Triangle Advantage: + 20 Crit ( - 20 Crit Evade for Light Magic)
- Light Magic Weapon Triangle Advantage: + 30 Avoid ( - 30 Avoid for Dark Magic)
- Dark Magic Weapon Triangle Advantage: + 6 Resistance ( - 6 Resistance for Anima Magic)
- Miscellaneous Bonus: Bonuses that come from Supports, Terrain, Skills, the Weapon Triangle, Leadership Stars, etc.
Double Attack
Attack Speed: Speed - (Total Item Capacity - Constitution, 0 if negative)
Double Attack if: (Attack Speed – Enemy’s Skill) >= 4
- If a unit double attacks another unit the second strike will deal half the damage of the first strike unless the double attacking unit is a myrmidon or a ninja.
Damage
- Physical Damage: Strength + (Weapon Might x Effective Coefficient) + Weapon Rank Differential + [ (Attacker Constitution - Defender Constitution) / 2 ] + Miscellaneous Bonus(es)
- Magical Damage: Magic + (Weapon Might x Effective Coefficient) + Weapon Rank Differential + [ (Attacker Constitution - Defender Constitution) / 2 ] + Miscellaneous Bonus(es)
Weapon Rank Differential: The difference between the weapon ranks of the weapons being used by the two enemies x 3. For example: If a character with a D rank weapon attacks a character with an E rank weapon the character with the D rank weapon gains 3 extra attack with the character with an E rank weapon lost 3 extra damage. Here are the Dark Crusade Weapon Ranks:
- G
- F
- E
- D
- C
- B
- A
- S
- SS
- *
- Prf rank weapons nullify the weapon rank differential.
Effective Damage Against Mounted Units & Fliers: x 3
Effective Damage Against Unarmored Infantry Units, Dragons, Dragon Frost’s Effective Damage Against Itself: x 2
Effective Damage Against Armored Infantry Units: x 1.5
Physical Defense: Defense + [ (Attacker Constitution - Defender Constitution) / 2 ] + Miscellaneous Bonuses
Magical Defense: Resistance + [ (Attacker Constitution - Defender Constitution) / 2 ] + Miscellaneous Bonuses
Accuracy:
(Weapon Hit) + (Skill) + (Luck) + Miscellaneous Bonus(es)
Avoid:
(Speed / 2) + (Luck x 2) + Miscellaneous Bonus(es)
Battle Accuracy: Accuracy - Enemy’s Avoid [lowest value is 0, highest value is 100]
Critical Hit Rate:
Weapon Crit + (Skill / 2) + Critical Bonus + Miscellaneous Bonus(es)
Any class that can only use one weapon gets a critical bonus. Here’s a list of the classes that get critical bonuses (I’m still working on the names for some of them):
- Myrmidon - Swordmaster - Trueblade
- Ninja - Great Ninja - Elite Ninja
- Soldier - Halberdier - Sentinel
- Villager - Sly Mercenary - Rogue Leader (the Chain Weapon only class tree)
- Fighter - Pirate Captain - Pirate Warlord
- Archer - Sniper - Marksman
1st Tier Crit Bonus = 15 %
2nd Tier Crit Bonus = 25 %
3rd Tier Crit Bonus = 35 %
Crit Evade: Luck + Miscellaneous Bonuses
Battle Crit Rate: Critical Rate - Enemy Crit Evade
I am incredibly curious of how chain weapons will work. It's an incredibly cool idea. Another thing I am curious about relating to your game is stat balancing, mainly surrounding luck which has always been one of if not the worst stat. Anyways I only discovered you recently and already love your content, I think you can make a great game!
ReplyDeleteI recently made a post about how chain weapons work which you can see here: http://thecrusadergrant.blogspot.com/2017/01/weaponry-chain-weapons-and-shields.html
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