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custom combat questions

05-04-2006, 03:22 AM#1
Linera
1. I'm building a custom combat system for my map. What order should I check for things(like dodge) and do damage?

2. What is parry and what exactly does it do?
05-04-2006, 07:39 AM#2
Anitarf
You want to have something even though you don't know what it does?

http://en.wiktionary.org/wiki/parry
05-04-2006, 07:41 AM#3
Linera
most RPGs out there like WoW, EQ, D&D, etc. have parry

and since my combat is like a mmorpg I'm having parry in it.
05-04-2006, 07:58 AM#4
Pheonix-IV
Parry is identical to dodge, except that your parrying the blow rather than dodging it.
05-04-2006, 08:09 AM#5
Linera
I am planing to use the same ways of avoiding damage as in WoW:

Quote:
Ways of avoiding damage are miss, dodge, evade, parry, block, absorb, resist, and immune.

Miss - only applicable to physical damage. Any physical attack, assuming that both attacker and attacked are the same level and have no modifiers to their hit rate, has a 5% chance to miss.

Dodge - only applicable to physical damage. Your chance to dodge is increased by agility and defense.

Parry - only applicable to physical damage. Your chance to parry is increased by defense. Only certain classes are capable of learning how to parry attacks, and only attacks from your front may be parried.

Evade - applicable to any type of damage, or even non-damaging debuff. A mob that is in a position where the game believes players are using an exploit to avoid being damaged will go into Evade mode at which point it is effectively immune to all attacks.

Absorb - applicable to any type of damage. This is usually the result of having a buff such as Power Word: Shield, which absorbs a limited amount of damage before failing. Certain shields can only absorb certain kinds of damage, so read the description before wondering why you're still getting hurt.

Resist - only applicable to magical damage. This is basically the magical version of a miss. Your chance to resist a spell or other effect is based on your resist of that element, as well as your level. You can also partially resist some spells, taking only 25%, 50%, or 75% of the normal damage.

Immune - applicable to any type of damage. This is the result of a mob having a coded ability to be immune to certain attacks (i.e. Poison Sting does not work on most bosses) or a player using some skill or item to protect them from damage (i.e. a Paladin's Light of Protection). These are either permanent (mob immunity) or time-limited (Paladin blessing) and will not fail regardless of how much damage you throw at it.
05-04-2006, 08:21 AM#6
BBDino
EDIT: was typing as he posted the fact he's copying WoW, ill leave this post as it may help soemone else.



Quote:
Originally Posted by Pheonix-IV
Parry is identical to dodge, except that your parrying the blow rather than dodging it.

Using a word in its own deffinition is often not helpful.

But i digress, here's my deffinition, in the context you want.

Dodge - Physically moving out of the way of an attack, generally fighters with high agility and/or light loads will get bonuses (or not get penalities) or excell at this defence style.

Parry - juxtaposing a weapon between you and the weapon/attack of the opposition, effectivly "blocking it". Strong/Well armed fighters (with tough weapons) will excell at this defence style. Although not strictly the same thing, rolling shield blocking into the equation may simplify your system.


The easiest way to implement a system using both of these would be to totally trigger damage and then flag attack types "dodgeable (only)" or "parryable" (everythings dodgeable but not everything can be blocked, alot of magic for instance). You then give every character a dodge AND parry stat based off a bunch of variables:

Dodge: Agility, Combat "Skill" (maybe a specialised dodge skill), encumberance.
Parry: Strength, Weapon Skill, Weapon size/shield bonus.

A "parryable" attack will thus be tested against a characters total abilty to parry. A atttck that can be parryed can also be dodged so use the characters dodge skill if it is higher.

A "dodgeable" attack cannot be parried against so ignore the characters parry stat and only use dodge.

A success deals appropriate damage, a fail means the attack is dodged or parried and does NO damage.

Dodge should probably be less likly to succeed (base) than parry as parry is easier, but applicable to fewer situations.
05-04-2006, 03:54 PM#7
Linera
When did I say I was copying WoW?

I didn't

I am making a combat engine for my map and I'm using the same ways of avoiding damage as WoW uses.
05-04-2006, 04:41 PM#8
Tim.
Turn-Based retro RPG battle system > WoW.
05-04-2006, 05:51 PM#9
Linera
@Tim, I prefer real-time battle system. I do however enjoy my Final Fantasy games, and Legend of Dragoon. But for this game I'll be using real-time battle engine oppose to turn-based.