Preliminary Statsheet for Elements Game Pre-Pre-Pre-Pre Alpha and Some Details

Discussion in 'The Spam Zone' started by KeybladeSpirit, Feb 18, 2014.

  1. KeybladeSpirit [ENvTuber] [pngTuber]

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    Here, take a look at the statsheet. Feel free to download it and play around with making characters and trying to break the system without, y'know, changing it. Please let me know if any combination of stats ends up producing negative numbers because that is REALLY not supposed to happen.

    Details on My Current Vision for the Game:
    • Fire, Ice, and Water are the primary offensive elements. They relate to each other with simple subtraction based on what is weak or strong against what. Fire is weak to water but strong to ice, ice is strong to water, etc, and so on.
    • Leaf, Ash, and Petal are support elements. Leaf is for buffs, Ash is for debuffs, and Petal is for healing. Their relations involve more complex functions that you can read in the spreadsheet. I'm pretty sure they're pretty balanced, though Leaf may end up being over or under powered depending on your stat set.
    • Each skill will have a stat that determines how effective it is. Fire, Ice, Water, and Petal will use regular numerical values that will be modified by (a) the caster's Affinity/Weakness and (b) the target's Affinity/Weakness using simple addition and subtraction. For example, a player with a Fire Affinity of 5 casting a Fire skill with a stat of 15 on a target with a Fire Weakness of 6 will do 26 damage.
    • At the beginning of the trial game (which will be in the Playground unless the mods decide otherwise), you'll be given 20 points to distribute among your elemental stats. Each stat must have at least one point. On leveling up, you get an additional 5 point to distribute. I have not yet figured out whether it'll be traditional leveling or not. It probably will be, though.
    And that's all I've got figured out. Feel free to criticize. Once I figure out where this'll fit, I'll make a thread in a more serious section.