I'm working on designing some new-ish combat mechanics, or more specifically trying to refine some previous ideas I've used in other projects.
I could really use some solid feedback and additional thoughts on the design so please let me know what you think. I will be including a poll to get a general idea of your thoughts on the topic. I do want to warn that this will be a pretty long read, but please bare with me as I really do need some solid feedback before I proceed with the design.
Read below for more details!
The combat mechanics in question are the Character's damage and defense stats and how they relate to one another. The main goal of this system is to simplify and clarify the combat and what your character is capable of. In other words I'm trying to minimize the L in LCS.
Here's the specifics:
These two stats will make up almost all of a player's baseline damage, and all skills will deal damage based on these values. The character sheet will display their individual bonuses as well as the sum total of the two.Damage:
This is the most basic source of damage for the player. It can be increased by equipping weapons and various other items. Damage simply gives a flat bonus to the total potential damage the player can do. Each class skill will take advantage of this total in its own distinct way based on the type of skill, the area it affects and the rate it which it does damage.
...adds a static value to the total "damage pool" the player's skills will use.
...is primarily determined by weapon.
...can be obtained on other types of equipment.
This stat will act as a modifier to your Damage pool, increasing your total damage by 1% per point, relative to your prior damage amount. This means that potency's damage bonus will be exponential instead of linear. Potency is less common than damage, and in order to optimize your damage output you may have to sacrifice other desirable stats on equipment.
...multiplies your total damage pool that your skill's damage is based on.
...increases on an exponential scale such that Bonus% = 1.01 ^ P.
...much less common on equipment and will provide challenging gear choices.
It is worth noting that damage boosts such as "strength" and "dexterity" are being eliminated entirely, and traditional weapon damage won't exist except in the form of the "Damage" stat detailed above, though each weapon will still have a unique range of damage values and attack speeds.
As previously noted, any and all feedback will be helpful. The above points are still an early design and I'm definitely looking for ways to expand the system and make the available damage bonuses more interesting and diverse.