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Post by goodranger on Jul 6, 2006 16:33:24 GMT -6
I'm thinking this would be a good idea. The ability to cut a monster with a melee attack, and make it bleed, taking damage each round.
Swords, being sharpest(I think) would give a 5% chance to cut a monster with a melee attack. Axes, would give a 4% Daggers, give a 15% chance(making up for how weak they are, making them slighty more useful) Polearms, would give 5% chance also. Blunt weapons , Staffs and non spiked maces would obviously give an extreme low of 2%. Spiked maces at 4% also.
The damage for bleeding would be calculated either the same way as poison or something a little more complex.
Damage = Monsters HP *1/20 + 15-20
Obviously monsters with no blood can't bleed. (undead, golems, ect).
Here and example of bleeding in action.
Good Knight - Slash -> Ice Dragon -- 5 hits -- 1000 DMG *Cut Good Knight - Retort Ice Dragon -> Good Knight - 16 DMG *Bleeding - 121 DMG Good Knight - Counter ggsgsdg(you understand)
You can reduce the percentages if you plan on implamenting it and you think they are too high.
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Post by Kyou on Jul 6, 2006 18:06:13 GMT -6
maybe there could be varied versions of it
like minor bleeding would be 5% of current hp thus it will get smaller as the time passes
and more serious bleeding would be 5% of max hp, because it is a more serious wound and won't heal as fast
Staffs and clubs can only do minor bleeding (rarely 5%), say as a result from opening up a bruise or something, while the sharper weapons have a 10% chance of minimum bleeding (Increased to 15% for daggers) and a 4% chance of major bleeding.
or make it a passive ability of some of the melee classes.... whatever.
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Post by goodranger on Jul 6, 2006 18:09:45 GMT -6
maybe there could be varied versions of it like minor bleeding would be 5% of current hp thus it will get smaller as the time passes and more serious bleeding would be 5% of max hp, because it is a more serious wound and won't heal as fast whatever. I don't think that would be a good idea, because the percents are way too low to really even make a differance.
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Post by Kyou on Jul 6, 2006 19:30:03 GMT -6
Well, it depends, if its a learned passive ability it should have a higher percentage of activating. If it is based on the weapon then it should have a low percentage of activating. The actualy percentage for the damage calculation is as always up to the BH.
I really don't support your idea anyway, just thought I'd give a different view on how it could be.
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Post by goodranger on Jul 6, 2006 19:41:32 GMT -6
Well, the percentages were rather negotiatable. Lowering them to all 1-10% wouldnt bother me.
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