The idea of the game would be a sort of Doom clone, except instead of guns and modern weapons being the standard, it would be medieval weapons and unarmed combat and magic spells that would set the bar. If I decide to let guns in, I guarantee that the magic spells will be set up to tear apart their usability.
Anyway, I'm looking for help because I would need some anyway.
http://mknightdh.webs.com/mygame.htm
Here are what the classes will be:
*Knight - slow and steady defender lacking attack ability but having strong defenses
*Fighter - a master of fisticuffs, at the expense of most ranged ability
*Ruffian - a powerful brute capable of handling rough terrain but easily destroyed by spells
*Thief - rogue who uses blinding speed to steal equipment, but has no effective combat power
*Healer - practitioner of white magic, but can't attack effectively with physical combat
*Mage - practitioner of black magic, but has minimal defense in physical combat
*Tactician - a spellcaster in tune with the Power and Life elements but less connected to the Holy and Dark elements
*Warlock - forbidden arts follower fueled by regenerative magic at the cost of lower magic defense
*Taoist - magic user who prefers special magic far more than regular magic
*Joker - wild card whose stats are affected by their technique
*Tamer - animal lover who relies on summoned pets for combat
*Mercenary - a veteran whose shortage of energy and speed are overcome with well-used power
*Soldier - enthusiastic newbie polar opposite the Mercenary
Don't worry, an idea of hybrid classes is planned. Like Knight + Healer will form Paladin, and Mercenary + Soldier will be a Jack. (It will work the exact same way in reverse order.)
And the stats? Their functions:
*Health will determine how long a unit will last with equal defensive power against general attacks, naturally. Like in the Nintendo Wars series, the percentage of Health left will also determine percentage of damage dealt by physical attacks. But don't be too quick to keep your Health top notch, especially if you're a savvy enough Mage or Tactician; Life element attacks will have a multiplier based on your remaining health, although they will also eat some of your Health.
-Formulas:
--Max Health/Hit Points (MHP) = Health
--Physical attack power, HP multiplier = C(urrent )HP/MHP (like in the NW series)
--Life element spell power multiplier = 64/CHP before HP loss, maximum of 4 (mages could easily become irksome, but spells WILL be dodgeable, else they would ruin any fine points of the game; and the multiplier cap of 4 is to prevent ridiculous damage amounts from the multiplier)
*Energy will determine how much physical activity a unit will get to do. Don't worry, the gauge will mostly serve to prevent heavy attack spams. Amount of Energy will also determine how much Health, Mana, and Spirit will be recovered each second when standing still.
-Formulas:
--Max Energy Points (MEP) = Energy
--Recovered Energy = likely 1 every 12 frames (assuming 60 FPS) (what we want is Energy to be restored at a solid rate, so that physical activity with the average character or even spellcasters doesn't get overly discouraged; the stat's mere existence should hinder spamming of abusive special techniques)
--Recovered Health/Mana/Spirit = C(urrent )EP/100 around every 12 frames when standing still (that would be 5 Health/Mana/Spirit restored per second, but the character already has to be at 100 EP for that to apply, and standing still, with getting hit not even allowed)
*Mana and Spirit are basically MP split into two categories, one for black magic (Mana) and the other for white magic (Spirit). The remaining percentage of Mana will also determine the percentage of effect of white magic, and remaining Spirit same thing for black magic as well. That way, attack spells can be used with less cost to healing capacity and visa versa, than with one MP stat.
-Formulas:
--Max Mana Points (MMP) = Mana
--Max Spirit Points (MSP) = Spirit
--Black Magic spell power SP multiplier = C(urrent )SP/MSP
--White Magic spell power MP multiplier = C(urrent )MP/MMP
*Strength will determine physical attack power and ability to handle rough terrain, some equipment, and higher rank physical skills
-Formulas:
--Physical Attack (PAt) = Strength
--Physical damage stat multiplier = attacker's PAt
--Skill cost rank multiplier for Energy: (Skill rank correction / Strength)^2, minimum of 1
*Vitality will be physical defense power, and will also tone down how much Health and Energy is used if applicable in activities. Damage taken from Power element spells will be increased by higher Vitality, so don't expect the physical defense boosts to give you leeway.
-Formulas:
--Physical Defense (PDf) = Vitality
--Physical damage stat divisor = defender's PDf
--Block subtraction factor for defender: [(8 - (((Block time (frames) * 4/3) + 2) / ((Block Time (frames) / 12) + 1))) * PDf / 100] + 8, minimum of 0
--Power element spell power multiplier for defender (using just PDf): (PDf)^2 / 16000
--Skill cost rank multiplier for Energy factor: Strength / Vitality, minimum of 1, multiplied with Skill cost rank multiplier for Energy before that is set with minimum of 1
--Skill cost efficiency multiplier for Energy: (Vitality + 100) / (Vitality * 2)
*Intelligence will be black magic power, and will also reduce the Mana costs of higher rank spells. Higher Intelligence will reduce received magic effect for anything primarily intended for aid though.
-Formulas:
--Black Magic Power (MAt, black magic) = Intelligence
--Black Magic spell power stat multiplier = (MAt)^2
--Aiding magic defense (MDf, any aiding magic) = Intelligence
--Aiding magic spell power stat divisor = (defender's MDf (any aiding magic))^2
--Skill cost rank multiplier for Mana: (Skill rank correction / Intelligence)^2
*Virtue will affect white magic power, and reduce Spirit costs of higher rank spells. It will also reduce the effects of magic that causes damage or other sorts of hindrance.
--White Magic Power (MAt, white magic) = Virtue
--White Magic spell power stat multiplier = (MAt)^2
--Opposing magic defense (MDf, any opposing magic) = Virtue
--Opposing magic spell power stat divisor = (defender's MDf (any opposing magic))^2
--Skill cost rank multiplier for Spirit: (Skill rank correction / Virtue)^2
*Speed will be the speed of body actions.
*Movement will determine how quickly a unit can move between locations on easy terrain.
*Wit will be how fast spells can be casted.
*Reaction will be ability to cancel actions. Maybe some other things.
*Dexterity will be aiming traction and side-dodging limits
*Balance will determine resistance against knockback
*Wisdom will affect magic spell costs
--Skill cost rank multiplier for Mana/Spirit factor: Intelligence or Virtue (whichever is used) / Wisdom, minimum of 1, multiplied with Skill cost rank multiplier for Mana/Spirit before that is set with minimum of 1
--Skill cost efficiency multiplier for Mana/Spirit: (Wisdom + 100) / (Wisdom * 2)
*Pressure will be stun resistance to attacks. Potentially spammable attacks will rarely if ever stun those with moderate or high Pressure ratings, and powerful attacks will quickly boost the stun resistance.
(I'll take care of more of the details later if you're interested. Watch this post.)