Small Algo Skill Inquiry - Suggestions?

M.I.A.

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Hi everyone!!


In one of my projects, I am using very small DMG algorithms for skills. I was just curious what you all would suggest in terms of effects of skills if you had to summarize an "element" entirely into 4 skills that could fully express the range of that element while avoiding the standard "increase DMG (Fire1, Fire2, Fire 3)" scenario. Please feel free to throw some ideas on here.


For example:


Element: Fire


Skill 1: Burn; Targets 1 Foe, causes 0 Dmg, Applies "Burn" State for DMG over time


Skill 2: Fire; Targets 1 Foe, causes 10 Dmg


Skill 3: Flame; Targets All Foes, Causes 15 DMG


Skill 4: Flare; Targets 1 Foe, Causes 25 Dmg, Applies "Burn" State for DMG over time.


I'd be interested to hear all your feedback, including where buffs/debuffs could come into play.


Happy Game Makering!!
 

TheMarbleFox

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I enjoy the concept. One thing you could do instead of having the player have all 4 skills. It could be one skill that evolves over time (that's the feeling I'm getting from it).


Using variables and common events you could have it so that when the player uses the Burn skill X amount of times it evolves to Fire, and repeat the process till you get to Flare. Heck you could even go higher!
 

M.I.A.

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I've entertained that idea before.. but for this particular project, I want all the spells to be available from the get go (as they are equipable and upgradable). Although they may be accessible from the get go, the characters may not have enough MP to be able to use them until they lvl up a bit.


The dilemma I am having is that I want variety and diversity, as well as increased power, but while still maintaining lower damage algorithms.
 

TheMarbleFox

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you could have each skill add a different kind of state.


Burn is fine as is.


Fire could have a X% chance to add the Combustion State. (-25% Fire resist)


Flame could have an X% chance to add the Wild Fire State to either you or your enemy (A secondary burn effect caused by the uncontrollably element for fire)


Flare- Could also add a blind along side the burn, and maybe deal some recoil damage to the user?


all just ideas.


you could also have variants of burns (2nd Degree, 3rd degree), fire shields, burning up status buff, etc..
 

M.I.A.

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Interesting ideas!! Recoil could be something I would consider!!
 

M.I.A.

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I'm certainly open to many more suggestions!!


How's about a simple Healing category.


Element Healing:


Skill 1: Cure, Targets One Ally (removes Poison, Paralysis, Etc.)


Skill 2: Heal, Target One Ally/Foe, Heals 20DMG/Deals 20DMG Vs. Undead, (removes Sleep, Bleeding DMG).


Skill 3: Revive, Target One Ally/Foe, Revives a Fallen Ally/Deals Full HP DMG to Undead (Removes Zombify State).


Skill 4: Restore, Target All Allies, Heals Full HP, Revives from Fallen, Removes all Positive & Negative states.
 

LaFlibuste

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I think it really depends on how you define your elements. There's room for a lot of stretching, yet keep it quite logical. Let's take your fire exemple:

Fire is (of course) flames. So your burn spell and your direct damage spells work.


But if you control fire, it goes to reason that you not only have the ability to make more fire/heat, but also less fire/heat. So in the regard, the fire element also controls ice. You could have a slow spell (because when you are really cold you move slower), a freeze spell (immobilize a target) and some ice direct damage spells, for exemple.


Is fire also light? It'd make sense. You just opened a whole can of worms there: visual illusions, invisibility, accuracy +, etc.
If fire is also anti-fire, then light is also anti-light, and there you have it, fire is also darkness. Blind spells, etc.


But if you think about it hard enough, what is fire, really? It's energy, right? So lightning and electricity could also be in the fire element. Different kind of direct damage or ways to target ennemies. If you are in a sci-fi setting, controlling electricity is also a free pass to take control of pretty much any robot or machine. Maybe even radio waves and such. Fire could also be radiation, yet another ace in the hole.


Brains control their bodies and thoughts via micro-shocks and stuff like that. Following that logic, you could say that the fire (energy) element also allows you to use mind reading, telepathy and mind control. You might also be able to re-energize bodies/minds (recover TPs/MPs), de-energize them (lower a target's) or outright drain them.

So yeah, we started out with a simple obvious flame and see what we ended up with, if you allow yourself to stretch the bounds of the obvious. It might be a shock to most players at first sight but it's all logical! You just have to explain it well enough. And you could do the same with all elements. A few ideas:

Air is controlling space: air shields, air blades, air blows (like a hammer), you could control the movements of another creature by controlling the air around them. It could also be telekinesis, levitation, flight. Sens air movements so you have better accuracy/are unaffected by blindness/have better reflexes.


Earth is controlling matter: transmutation, thicken your skin (even change it to metal plates or whatever), sharpen or blunt weapons, change their shapes, outright materialize stuff or dematerialize it, etc.


Water is liquids. Control all sorts of liquids. Transmute them, changing water into wine or poison or whatever. Control acidity. Control liquids movements, crushing targets under a big wave or whatever. Water is also life, as life is made of water. Healing, transformation, strengthen or weaken. At the opposite, direct harm spells, cause illnesses, etc. Control plants. Also a potentially wide and potent element.
 

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All very good points!! I had considered lumping Water/Ice together into one Element. Or even Water/Healing/Poison into one Element.


More of less I would say the aim is to keep the number of Spells minimal, while still offering your basic, and some complex, game mechanics that are prevalent in traditional RPGs.


I do actually like your ideas with Wind!! I was running into a roadblock with Wind basically being Damage, Bind, Confuse, and a Damage All spell. I am trying to keep the number of spells in each Element to four, but I could have a large number of Elements. And in fact, I just retconned a new Element into the project; "Magnetic". I was going to assign Magnetic dmg/effects to most Lightning spells, but now I've fan-dangled it to be it's own Element.


Thanks for the suggestions!!
 

Azurecyan

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Perhaps for the fire skills, have some of them build off of the other, say for instance the 1st fire skill has a chance to burn the enemy. If the enemy is burned, then maybe another of the fire skills can deal say...1.5x~2x more damage only if the enemy is burned, otherwise it does normal damage. This way, each skill has its uses.


Healing can be a broad category as any of the elements can be used to heal you. You can have a fire healing spell, and yes, fire can be used to heal. I suggest maybe a cauterizing spell which can remove bleeding DMG. In theory any element can be used for healing if you can understand its uses. 


Maybe have some sort of elemental clash too. Say an enemy is burned and you cast a water spell on them. The water spell should cure the burned status effect. If the character or enemy is frozen, casting a fire spell would melt away their frozen status. 


Maybe with elements such as ice, lightning, etc. make them a combination of certain elements. Water and wind is ice, earth and water is plant, etc.
 

M.I.A.

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Perhaps for the fire skills, have some of them build off of the other, say for instance the 1st fire skill has a chance to burn the enemy. If the enemy is burned, then maybe another of the fire skills can deal say...1.5x~2x more damage only if the enemy is burned, otherwise it does normal damage. This way, each skill has its uses.


Healing can be a broad category as any of the elements can be used to heal you. You can have a fire healing spell, and yes, fire can be used to heal. I suggest maybe a cauterizing spell which can remove bleeding DMG. In theory any element can be used for healing if you can understand its uses. 


Maybe have some sort of elemental clash too. Say an enemy is burned and you cast a water spell on them. The water spell should cure the burned status effect. If the character or enemy is frozen, casting a fire spell would melt away their frozen status. 


Maybe with elements such as ice, lightning, etc. make them a combination of certain elements. Water and wind is ice, earth and water is plant, etc.


All very valid ideas, thank you. I was considering for a while for each element to have a heal (to SOME extent) packed into their Element Type!! For example, "Shock" if cast on enemies causes light DMG with a chance to stun, but when cast on a fallen Ally could Revive them.


I do, however, LOVE the idea of an enemy taking 2x DMG from Fire spells/skills if they have the Burn state!! Thanks!!
 

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