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Digging into the DBS.

LoL. I feel inspired to write some about my use of the DBS, for those who care to read.

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BASE SKILLS
===
There are about 20 playable characters right now, though more will be brought in as i progress with the final chapters. They all share the same set of base skills and stats, These skills are learned at one skill per level and fit into the ATTACK category during battle.

===
ADDITIONAL SKILLS AND STATS
===
All additional skills and stat upgrades are found in treasure chests or through various other means. For example, the Lit 3 skill is found in a Treasure Chest. The player may then teach this skill to a hero of their choice. Of course, there will be far fewer Lit 3 spells available in the game than there are playable heroes. This way, the custom skills each character learns will not be identical across the board.

Stat upgrades can be found in chests as well. Give everything to one character or divide them equally. it's up to you. I realize this brings with it concerns about unbalance, but i am happier with this than a determined level curve.

===
SKILL TYPES
===

ATTACK -
Contains all base skills common to all playable characters.

MAGIC
Elements (fire, ice, sleep, silence etc).

SUPPORT
Buffs and Debuffs.
Attack, Defence, magic, Speed, and 8 elements can be raised or lowered.
Resistance to sleep, paralyze etc as well.

HEALING
Cure, heal, remedy etc.

ITEMS
Explanatory

CHARGE
I have decided to use a system where ALL attacks consume MP.
Charge recovers MP in battle.
PassCharge recovers the MP of other party members.
HP/MP is completely recovered at the end of battle.

===
VARIANCE
===

Example: Fire Spell
15dmg/95%/0att/10int/5var/Fire 2mp

Example Fire 2 Spell
30dmg/90%/0att/10int/5var/Fire 4mp

Example Fire 3 Spell
50dmg/88%/0att/10int/5var/Fire 7mp

^^This appears in the game description.
Now i will attempt to explain as all skills work by the same logic.

MP costs follows base damage by a somewhat parallel pattern.
However, each type of spell has a unique Attack and Intelligence Bonus.
Each also has its own Variance.

The Fire spell has a +10 to intelligence.
Thus a playable character with 100 Intelligence, will gain 50 points of damage to their fire spells
Fire 1 costs 2MP and will do a base damage of 65 with a 25% Varience.
Fire 3 costs 7MP and will do a base damage of 100 with a 25% Variance.

The cost of MP to Damage is not equal.
A slightly more powerful attack is at times, a good call.
Do you use it? All attacks require MP, and it must be charged during battles.

===
Attribute Defense
===

All enemies and playable characters have base resistances to various elements and status ailments.
A= 150%
B= 125%
C= 100%
D= 75%
E= 50%

These are base values which vary with every monster and character.
Buff spells my increase or decrease these values (and base stats).

===
FORMS
===

Boss enemies have multiple forms.
Battle strategies and attributes change with each form.

===
AI
===

Use of preconditions.
Battle events, number of turns, percentages, monsters present etc.

==
Further Attributes
==

beyond resistances to elements and ailments, each weapon type also has a resistance class from A-E (Sword, Knuckle etc).

===

I'll hold it there for now.
I'm happy to discuss it further. :)

Posts

Pages: 1
This is a little similar to what I'm doing with one of my projects. In my experience with it, the auto-battle option will completely ignore the fact that skills have mp costs and just use a basic physical attack, even if the normal "Attack" option is not included in the character's battle commands. To keep prospective players from exploiting that, I went ahead and made the hit chance on all weapons 2%. For someone playing the game normally, they'll never suffer because of it, since the attacking skills have their own success probability, but anyone who relies on auto-battle will be screwed.
Thanks a lot. That detail has slipped by me so far.
Pages: 1