Characters in cursed realms are like any MMO or RPG. They have real stats that are buffed or added to with modifications to their bodies internaly. Below in my cut and paste notes are how combat will take place during a hit. First are the stats and a general description. Below that is what occurs in a strike. It should make for some good random and spontaneous game play with dodges, blocks, critical strikes, armor reduction, buff effects and triggers, etc. All of this happens on a pretty massive scale with LOADS of enemy AIs on screen. Back to the day job! More later tonight is a work night.
This is all cut and pasted from my online working docs.
http://ryanmitchellgames.wikispaces.com/Combat+and+Stats
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Stats:
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Health:
Hit points.
Agility:
Used to increase damage for ranged fighters AND melee and helps Criticals and chance of dodge.
Armor:
Reduces damage to a max of 75% reduction.
Damage:
Bonus damage to add to any hit.
Strength:
Adds to melee damage and
Speed:
How fast are they.
Hunger:
Get to hungry and stats drop along with mood. Stay hungry to long and you might have a berserk-er on your hands.
Tired:
Same as hungry but rest needed in a house…
Intelligence:
Helps in research and ranged attack damage
Factory:
How good are they in your factories.
See Distance:
How far can they detect enemies.
Faction:
Good or enemy
Level:
What level are they. This adds in armor and damage to those of higher level against lower level.
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Combat Step by Step of an attack:
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–. Attack occurs- Damage of X
— Chance to Block due to strength of Victim
Block Chance = 1% + Level Difference Critical increase + (Strength * 0.01)
(Max 10% chance)
Chance Attack pushes through due to Strength of Attacker
Cancel Block = Level Difference increase + (Strength * 0.005)
If successful damage is canceled.
— Chance to Dodge Due to Agility of Victim
Block Chance = 1% + Level Difference Critical increase + (Strength * 0.01)
(Max 10% chance)
Chance Attack pushes through due to Strength of Attacker
Cancel Dodge = Level Difference increase + (Aglity* 0.005)
If successful damage is canceled.
— Melee or Ranged
Melee: X += X * Strength and Agility are multiplied by their add number to add damage.
Ranged: X += X * Intelligence and Agility are multiplied by their add number to add damage.
— Paper, Rock Scissors Test for the Victim as each AI is a paper a rock or a scissor
Win : Drop damage by %
Loose: Add damage by %
Tie : Do nothing
— Get armor of victim.
Max armor of 1000
Armor of 100 reduces UP 10 % of damage
Reduction Roll is 50% reduction + 50% * ( strength * 0.01 ) + level difference * 0.1
Max reduce is 95%
–Critical hit chance.
CritChance = 1% + Level Difference Critical increase + (agility * 0.02)
(Max 15% chance)
Then the percentage is reduced by the victims Agility
CritChance -= Level Difference Critical increase + (agility * 0.005)
–Process Buffs
Push Damage through buffs of Attacker and modified or triggers a buff action.
Push Damage through buffs of Victim and modified or triggers a buff action.
Final damage is applied to AI