Post by roadrunner on Feb 8, 2013 20:29:26 GMT -5
Since this site doesn't have a weight limit based on the strength of your character, you are limited to a set number of items that your character can have equipped at a given time. The number itself is flexible, depending on the size and nature of the items you have equipped. For example, you could have something like 100 earrings on if you really wanted. What matters is that you can only have a single piece of magical armor on at a time, and you can only wield as many weapons as you could normally hold of that type. For example, you could only use one bow at a time, but you could use two handguns at the same time. For stamina purposes, each attempt to do damage is treated as an attack, so if you fire both guns at once, each would do separate damage, and each would cost stamina.
In order to clearly define the prices and powers of different items, a system has been created to rank them. First off for the pricing of weapons and armor each one will be derived from a set range within its own rank. This can start at the low,high,or even the middle of the range depending on what the equipment does. Here is the pricing guide for all items. It should be noted that artifacts will never be in a shop unless a character has sold it to the shop. These will generally be reserved for rewards of S-Class or higher quests.
Onto how the damage reduction will be working. There are two types of damage reduction. First you have physical damage reduction which is used for physical attacks like getting hit by a sword. Then you have elemental damage reduction which is when you get hit by a magical spell with an elemental spell attack. There will be special armor that has non-elemental magic damage reduction but can only be used against non-elemental spells and will not protect someone from, for example, a fire attack. Elemental reduction is based on the element of the armor. It will reduce damage from elements that the armor is strong against, and will receive twice as much as the percent it reduces by damage from elements that the armor is weak against.
Now that we have discussed armor, it's time to talk about strength-based weapons. These include virtually all melee weapons, as well as bows. These fall into two categories: light weapons and heavy weapons. Light weapons covers the majority of weapons, including all one handed weapons, as well as some lighter two-handed weapons like staves. Heavy weapons are the massive ones, such as greatswords, mauls, and greataxes. These weapons always require two-hands for even an athletic person to wield, but S-class mages might be strong enough to wield some of them in a single hand. If you have any confusion about what class your weapon falls into, ask a staff member. Light and heavy weapons have the simple benefit of being able to penetrate armor more effectively than your bare hands. The following table details how much armor a given class of weapon will ignore. It should be noted that this is not added damage, but rather this is damage reduction that you will ignore. This only applies to physical damage, and not magical damage.
Next we will talk about some of the projectile weapons. Anything this is based on your character's physical capacity, such as throwing daggers or bows, have damage and speed equal to your body stat. This is because you're actually throwing the daggers or pulling the bowstring back to fire the weapons. When we get to crossbows and guns all you're really doing is pulling a trigger so we made a chart for how fast and how strong basic crossbows and guns are at each rank. This does not change based on what type of gun you're using.
I will talk a little bit about how weapons VS magical attacks work. If your weapon isn't magical its not going to do anything against a magical attack, unless that magical attack is made of solid matter, such as an Earth Wall Spell. If your weapon is magical and you try to, for example cleave through an ice wall with a firesword then its the swords damage potential vs the ice walls damage potential. All elemental strengths and weaknesses will come into effect so for the previous example, if the fire sword's damage potential is at 50 and the ice wall has 50 hitpoints, the fire sword goes up to 100 damage since its strong against ice. The fire sword would then cleave through the ice wall still with 50 damage on it to strike the enemy assuming they were right behind the wall and within the sword's range.
Next let’s talk about the special abilities of weapons and armor. Armor usually has static properties in the form of bonus traits. D-class items add 10 trait points, C-class items add 20, etc. These trait points can be body, mind, or a mix of the two. Traits gained via items ignore drawbacks that state "you cannot have this trait if you have this other trait," but you cannot exceed the normal maximum ranks in a given trait. Alternatively, you can have an armor with a defensive or utility spell on it. If your spell You can create armor with both a spell and a trait on it. A spell on the armor will reduce the amount of trait points available on the armor based on the class of the spell. E-class spells take up 5 trait points, D-class spells take up 10, C-class spells take up 20, B-Class spells take up 30, A-class takes up 40, and S-class takes up 50. This means that an armor with both traits and spells will be more variable, but neither effect will be as strong. For weapons they can only have bonuses in the from of a spell. Weapons will never have traits. There can be exceptions to all of these rules, but they're generally hard to come by, and usually only happen on artifacts.
In order to clearly define the prices and powers of different items, a system has been created to rank them. First off for the pricing of weapons and armor each one will be derived from a set range within its own rank. This can start at the low,high,or even the middle of the range depending on what the equipment does. Here is the pricing guide for all items. It should be noted that artifacts will never be in a shop unless a character has sold it to the shop. These will generally be reserved for rewards of S-Class or higher quests.
Rank | Price Range |
E | 500-900 jewels |
D | 1,000-3,000 jewels |
C | 7,000-11,000 jewels |
B | 35,000-55,000 jewels |
A | 120,000-220,000 jewels |
S | 560,000-1,2000,000 jewels |
Artifacts | 4,000,000-8,000,000 jewels |
Onto how the damage reduction will be working. There are two types of damage reduction. First you have physical damage reduction which is used for physical attacks like getting hit by a sword. Then you have elemental damage reduction which is when you get hit by a magical spell with an elemental spell attack. There will be special armor that has non-elemental magic damage reduction but can only be used against non-elemental spells and will not protect someone from, for example, a fire attack. Elemental reduction is based on the element of the armor. It will reduce damage from elements that the armor is strong against, and will receive twice as much as the percent it reduces by damage from elements that the armor is weak against.
Rank | Elemental Damage Reduction | Elemental Weakness Damage Increase | Non-elemental reduction | Physical Reduction for Light Armor | Physical reduction for heavy armor |
E | 0% | 0% | 0% | 3 | 5 |
D | 15% | 30% | 15% | 4 | 8 |
C | 20% | 40% | 20% | 7 | 15 |
B | 30% | 60% | 30% | 10 | 20 |
A | 40% | 80% | 40% | 20 | 35 |
S | 50% | 100% | 50% | 45 | 85 |
Now that we have discussed armor, it's time to talk about strength-based weapons. These include virtually all melee weapons, as well as bows. These fall into two categories: light weapons and heavy weapons. Light weapons covers the majority of weapons, including all one handed weapons, as well as some lighter two-handed weapons like staves. Heavy weapons are the massive ones, such as greatswords, mauls, and greataxes. These weapons always require two-hands for even an athletic person to wield, but S-class mages might be strong enough to wield some of them in a single hand. If you have any confusion about what class your weapon falls into, ask a staff member. Light and heavy weapons have the simple benefit of being able to penetrate armor more effectively than your bare hands. The following table details how much armor a given class of weapon will ignore. It should be noted that this is not added damage, but rather this is damage reduction that you will ignore. This only applies to physical damage, and not magical damage.
Class | Light Weapon Armor Penetration | Heavy Weapon Armor Penetration |
S | 20 | 35 |
A | 10 | 20 |
B | 7 | 15 |
C | 4 | 8 |
D | 3 | 5 |
Next we will talk about some of the projectile weapons. Anything this is based on your character's physical capacity, such as throwing daggers or bows, have damage and speed equal to your body stat. This is because you're actually throwing the daggers or pulling the bowstring back to fire the weapons. When we get to crossbows and guns all you're really doing is pulling a trigger so we made a chart for how fast and how strong basic crossbows and guns are at each rank. This does not change based on what type of gun you're using.
Rank | Crossbow speed | Crossbow power | Gun speed | Gun power |
E | 10 | 15 | 15 | 10 |
D | 20 | 25 | 25 | 20 |
C | 30 | 40 | 40 | 30 |
B | 50 | 60 | 60 | 50 |
A | 85 | 100 | 100 | 85 |
S | 210 | 250 | 250 | 210 |
I will talk a little bit about how weapons VS magical attacks work. If your weapon isn't magical its not going to do anything against a magical attack, unless that magical attack is made of solid matter, such as an Earth Wall Spell. If your weapon is magical and you try to, for example cleave through an ice wall with a firesword then its the swords damage potential vs the ice walls damage potential. All elemental strengths and weaknesses will come into effect so for the previous example, if the fire sword's damage potential is at 50 and the ice wall has 50 hitpoints, the fire sword goes up to 100 damage since its strong against ice. The fire sword would then cleave through the ice wall still with 50 damage on it to strike the enemy assuming they were right behind the wall and within the sword's range.
Next let’s talk about the special abilities of weapons and armor. Armor usually has static properties in the form of bonus traits. D-class items add 10 trait points, C-class items add 20, etc. These trait points can be body, mind, or a mix of the two. Traits gained via items ignore drawbacks that state "you cannot have this trait if you have this other trait," but you cannot exceed the normal maximum ranks in a given trait. Alternatively, you can have an armor with a defensive or utility spell on it. If your spell You can create armor with both a spell and a trait on it. A spell on the armor will reduce the amount of trait points available on the armor based on the class of the spell. E-class spells take up 5 trait points, D-class spells take up 10, C-class spells take up 20, B-Class spells take up 30, A-class takes up 40, and S-class takes up 50. This means that an armor with both traits and spells will be more variable, but neither effect will be as strong. For weapons they can only have bonuses in the from of a spell. Weapons will never have traits. There can be exceptions to all of these rules, but they're generally hard to come by, and usually only happen on artifacts.