Aller au contenu

Photo

Injury-inflicting criticals?


  • Veuillez vous connecter pour répondre
2 réponses à ce sujet

#1
Gravel66

Gravel66
  • Members
  • 2 messages
I have an idea for a specialization that focuses on debilitation, particularly by means of inflicting injuries and increasing the penalties that such injuries impose. There are all sorts of questions I could ask since my previous experience with the toolset amounts to little more than item creation, but for the time being I'll limit them to injury-inflicting aspect of the specialization's theme.

What I'd like to know before I decide whether to begin work on this specialization is whether it's even possible for creatures outside of your party to suffer injuries, and assuming that it is, if it is possible to have to scaling percentage chance of inflicting an injury rather than making it an outcome that will always occur.

#2
mikemike37

mikemike37
  • Members
  • 669 messages
yep, all script stuff. although, you probably wouldnt use "injuries" per se... youd just use effects. injuries are really just effects that the player sees in their user interface.

percentage chance... yes, although might i suggest you make use of the physical resistance check? of course you may have your reasons for not using that, but thats pretty much what core DA stuff uses for this kind of thing.

you might want to read up on 
Resistance Checks (what core DA uses)
Physical Resistance (used in the above formula)

Modifié par mikemike37, 02 juillet 2010 - 09:31 .


#3
Gravel66

Gravel66
  • Members
  • 2 messages
Thanks for the reply. My main reason for favoring a percentage chance over physical resistance goes back to the concept I have for the specialization. It could be thought of a reaver sub-specialization based around the goal of maximizing the pain their victims experience through supernatural means as well as the mundane approach of precision attacks that target the weaknesses of living flesh - or to put it in terms of game mechanics, a specialization that focuses on expanding the features and benefits of the precise striking and aura of pain sustained abilities. My main reason for avoiding the physical resistance check format for this ability is that the set-ups that make sense to me - namely P.R. vs. attack, P.R. vs. dexterity, or P.R. vs. spellpower (if focusing on the supernatural aspect of this specialization rather than its emphasis on precision) - all seem like they'd be too easy or too difficult to resist.

Since injuries aren't all that big a deal anyway, I think I'll reconsider and go with physical resistance vs. dexterity. As a warrior specialization, I suppose it'd require a somewhat unconventional build to reliably inflict injuries but that's preferable to inflicting them all the time and when I stop to think about it, the random chance of percentages doesn't really mesh with the emphasis on precision anyway.

Again, thanks for the input. Now to stop by the builder wiki and brush up on scripting, I suppose.