Post by Spookypatrol [Delia] on May 14, 2021 20:26:33 GMT -5
Some major updates are here, and some more are coming! Let's take a look at what's new...
Criticals are being overhauled to make them less oppressive from DPS players and more useful for utility or support-based players!
To start, criticals will default to 1.5x damage instead of 2x. This means that critical bonus will now start scaling from 1.5x onward, and all current critical bonus items will have their bonuses changed to reflect the new base. For example, a weapon that used to give 2.2x crit bonus will now give 1.7x (20%).
In addition, a new stat is being worked on: Critical Effectiveness!
Once the stat is implemented, this stat will allow all players to gain bonus effects on criticals depending on their effectiveness stat and the type of damage they are dealing or action they are performing. This is accomplished by rolling on a table, with higher rolls (accessible through a higher Crit Eff stat) granting stronger effects!
Stay tuned for more details~
New Check:
First Aid has been added as a new action! All players have access to the ability to make a First Aid check at any time. The check functions as follows:
First Aid: Competency vs Applying Foe's Primary Stat. Determines whether or not a player can successfully cure the effects of certain damage over time effects (such as bleeding or poison) from his/herself or that of an ally. Consumes a full round action, and can only be attempted once every 3 rounds. Available rarely through feats.
Feats:
The Medicinal Feat now grants the player a 10% bonus chance of succeeding on First Aid checks in addition to its usual bonuses.
Statuses:
Two new statuses have been added:
Anemic: An Anemic target has a +20% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 20% increase). All Bleeds additionally gain 1 extra turn of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Bleeds applied critically to an Anemic target cause the target to Hemorrhage instead, and refresh the Bleed duration.
Hemorrhage: A Hemorrhaging target has a +30% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 30% increase). All Bleeds additionally gain 2 extra turns of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Additionally, for every Round where a target is Bleeding and/or Hemorrhaging for at least 1 tick, the target is weakened by blood loss, losing 5% of their Attack, Defense, and Competency, up to a maximum of 20% reduction. If the Round ends and the target is no longer Bleeding and/or Hemorrhaging, the weakened effect also ends.
There are more statuses to come as several are being added alongside the Critical Effectiveness table!
That's all for now!
Mechanics:
Critical Overhaul
Criticals are being overhauled to make them less oppressive from DPS players and more useful for utility or support-based players!
To start, criticals will default to 1.5x damage instead of 2x. This means that critical bonus will now start scaling from 1.5x onward, and all current critical bonus items will have their bonuses changed to reflect the new base. For example, a weapon that used to give 2.2x crit bonus will now give 1.7x (20%).
In addition, a new stat is being worked on: Critical Effectiveness!
Once the stat is implemented, this stat will allow all players to gain bonus effects on criticals depending on their effectiveness stat and the type of damage they are dealing or action they are performing. This is accomplished by rolling on a table, with higher rolls (accessible through a higher Crit Eff stat) granting stronger effects!
Stay tuned for more details~
New Check:
First Aid has been added as a new action! All players have access to the ability to make a First Aid check at any time. The check functions as follows:
First Aid: Competency vs Applying Foe's Primary Stat. Determines whether or not a player can successfully cure the effects of certain damage over time effects (such as bleeding or poison) from his/herself or that of an ally. Consumes a full round action, and can only be attempted once every 3 rounds. Available rarely through feats.
Feats:
The Medicinal Feat now grants the player a 10% bonus chance of succeeding on First Aid checks in addition to its usual bonuses.
Statuses:
Two new statuses have been added:
Anemic: An Anemic target has a +20% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 20% increase). All Bleeds additionally gain 1 extra turn of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Bleeds applied critically to an Anemic target cause the target to Hemorrhage instead, and refresh the Bleed duration.
Hemorrhage: A Hemorrhaging target has a +30% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 30% increase). All Bleeds additionally gain 2 extra turns of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Additionally, for every Round where a target is Bleeding and/or Hemorrhaging for at least 1 tick, the target is weakened by blood loss, losing 5% of their Attack, Defense, and Competency, up to a maximum of 20% reduction. If the Round ends and the target is no longer Bleeding and/or Hemorrhaging, the weakened effect also ends.
There are more statuses to come as several are being added alongside the Critical Effectiveness table!
That's all for now!