Bem-vindo aos nossos novos jogadores brasileiros. Por favor leia
Difference between revisions of "Talk:Animal Taming"
From Sanctuary Shard
(→Behavior) |
(→Behavior) |
||
Line 279: | Line 279: | ||
|'''Attack''' | |'''Attack''' | ||
| | | | ||
− | * All pets will attack a given target with the "kill" command. When the target dies, the pet returns to the owner's side and switches to "guard" mode. | + | * All pets will attack a given target with the "kill" command. |
+ | |||
+ | * When the target dies, the pet returns to the owner's side and switches to "guard" mode. | ||
+ | |||
+ | * Pets will periodically try to use their special attack | ||
+ | ** On successful melee hit, they have a 25% chance to use their special attack. | ||
+ | ** On successful special attack use, there is a 30 second cooldown before another attempt will be made. | ||
+ | ** '''Lyrrin note: Is 30 seconds too low for cooldown? Also, since swing speed is dependent on stamina, should the pets be smart enough to not use the ability if they are below X stamina?''' | ||
|- | |- | ||
|'''Guard''' | |'''Guard''' | ||
Line 332: | Line 339: | ||
* If they run out of mana, they will revert to close-range melee attacks until they have more than X mana ('''Lyrrin needs to re-evaluate this in light of the new regen code''') | * If they run out of mana, they will revert to close-range melee attacks until they have more than X mana ('''Lyrrin needs to re-evaluate this in light of the new regen code''') | ||
+ | |||
+ | * L2 pets will not use special attacks unless they are doing melee combat. | ||
|- | |- | ||
Line 372: | Line 381: | ||
| | | | ||
* L4 pets do standard close-range melee combat. | * L4 pets do standard close-range melee combat. | ||
+ | |||
+ | * They have a small chance (10%) to stun their opponent on successful hit. ('''Lyrrin hasn't programmed this yet''') | ||
|- | |- | ||
|'''Guard''' | |'''Guard''' | ||
Line 384: | Line 395: | ||
| | | | ||
* L5 pets do standard close-range melee combat. | * L5 pets do standard close-range melee combat. | ||
+ | |||
+ | * They have a small chance (10%) to taunt other mobs to attack them. Will not taunt if HP is below XXX. ('''Lyrrin hasn't programmed this yet''') | ||
|- | |- | ||
|'''Guard''' | |'''Guard''' | ||
Line 389: | Line 402: | ||
* L5 pets follow standard pet guarding rules. | * L5 pets follow standard pet guarding rules. | ||
|} | |} | ||
+ | |||
+ | = Special Attacks = | ||
+ | |||
+ | ; Birds - Peck | ||
+ | : "Peck" is the weapon ability Bleed Attack. Mobs will take damage regularly for 10 seconds. | ||
+ | |||
+ | ; Canines - Howl | ||
+ | : This is a modified version of Devotion's "Dispel Evil" spell. For each mob in a 5 tile radius of the pet, there is a chance to make the mob flee for 30 seconds. Chance increases with wrestling skill. There is also a chance to dispel summoned mobs. ('''Lyrrin's note: after testing this I don't like it so much. It would get annoying on group hunts, L2 canines wouldn't really be able to use this ability at all due to low wrestling, and having multiple L1 canines has little benefit over having 1 L1 canine.''') Other suggestions to replace this: | ||
+ | :#Low-level AOE damage within 5 tiles, | ||
+ | :#Debuff a random stat of nearby mobs for 15 seconds, debuff is stackable | ||
+ | :#Modified version of the necro spell "Evil Omen" that magnifies the effect of the next harmful attack, on all nearby mobs | ||
+ | :#Whirlwind attack weapon ability, which strikes all nearby mobs | ||
+ | |||
+ | ; Felines - Sneak Attack (Not programmed yet) | ||
+ | : This is a modified version of Deception's "Backstab". The pet will temporarily hide, then strike with a 2x bonus to damage, and unhide. | ||
+ | |||
+ | ; Reptiles - Fire Breath (Not programmed yet) | ||
+ | : Modified version of fire field. Pet breathes out field of fire centered on mob. | ||
+ | : Does this work for raptors as well? | ||
+ | |||
+ | ; Ursines/Bovines - Stun (Not tested) | ||
+ | : This is the weapon ability Paralyzing Blow. Target will be unable to move, cast, or attack for 6 seconds, or until it receives combat damage. | ||
+ | |||
+ | ; Arachnids/Beetles - Poison (Not programmed yet) | ||
+ | : Will cause poison on next hit. Level of poison is dependent on wrestling skill, TBD. | ||
+ | |||
+ | ; Plants/Earth - Entangle (Not programmed yet) | ||
+ | : Need to think on this one. There don't seem to be any special abilities or spells that reduce swing/attack speed. Best analog is to drain most of the mob's stamina? There is also the mysticism sleep spell, which reduces movement speed, or I could try to make a paralyze that does NOT wear off when taking combat damage. Could also change to "Thorn Strike", which could be weapon ability "double strike" or even bleed attack, and use talon strike for the birds. |
Revision as of 22:31, 21 June 2020
This is Lyrrin's sandbox page, for detailing how the new taming system works and finding places that need tweaking.
Stats and Skills
- General idea
- Level 1 (AOE)
- Lowest hit points, stats, and skills, but you can have up to 5 of them
- All combat skills
- Balanced str and dex, low int
- Level 2 (Ranged)
- Heavy emphasis on magic skills, but can train melee skills
- Moderate str, low dex, high int
- Level 3 (Healer)
- Emphasis on combat skills, weak magery for healing/cure. Adult gets boosted to a moderate amount of magery.
- Mostly balanced stats, str > dex and int
- Level 4 (High damage)
- All combat skills. Slightly higher HP than L3, much lower HP than L4
- High str, moderate dex, low int, for high damage combat
- Level 5 (Tank)
- All combat skills. Highest HP, but lower stats than L4.
- Stat total equivalent to L3 but distributed differently. High str, moderate dex, low int.
All special attacks will use stamina. This leaves L2 and L3 able to do fewer special attacks, as a trade-off for being able to cast spells or heal while still doing melee combat.
Baby Pets
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Hit Points | 50 | 70 | 80 | 90 | 120 |
Str | 100 | 75 | 100 | 140 | 120 |
Dex | 100 | 50 | 75 | 100 | 100 |
Int | 25 | 110 | 70 | 25 | 25 |
Stat Total | 225 | 235 | 245 | 265 | 245 |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Wrestling | 50 | 30 | 60 | 65 | 70 |
Tactics | 50 | 0 | 60 | 65 | 70 |
Anatomy | 50 | 0 | 0 | 65 | 70 |
Magic Resist | 50 | 55 | 60 | 65 | 70 |
Magery | 0 | 55 | 30 | 0 | 0 |
Meditation | 0 | 55 | 30 | 0 | 0 |
Eval Int | 0 | 25 | 0 | 0 | 0 |
Skill Total | 200 | 220 | 240 | 260 | 280 |
Skill Caps | 80 | 80 | 80 | 80 | 80 |
A baby pet will grow up into an adult as soon as any of its skills reaches 80. With the current setup this means it will take longer to train a level 1 than it will take to train a level 5. I actually like this, since you can simultaneously train 5 L1's together but can only train one L5 at a time. Having L5 need less time to get to adult sounds like a fair tradeoff to me and a "benefit" of GM-ing taming. This does cause a problem with balance though, if training a L5 to 80 turns it into a 4-GM pet. Should their skills just go to 80?
IDEA: Higher taming = faster pet skill gain?
Adult Pets
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Hit Points | 100 | 150 | 200 | 225 | 300 |
Str | 125 | 75 | 125 | 175 | 155 |
Dex | 125 | 50 | 90 | 125 | 125 |
Int | 25 | 170 | 90 | 25 | 25 |
Stat Total | 275 | 295 | 305 | 325 | 305 |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Wrestling | 80 | * | 80 | 85 | 90 |
Tactics | 80 | * | 80 | 85 | 90 |
Anatomy | 80 | * | * | 85 | 90 |
Magic Resist | 80 | 80 | 80 | 85 | 90 |
Magery | 0 | 80 | 60 | 0 | 0 |
Meditation | 0 | 80 | * | 0 | 0 |
Eval Int | 0 | 80 | 0 | 0 | 0 |
Skill Total | 320 | >350 | >330 | 340 | 360 |
Skill Caps | 110 | 120 | 130 | 140 | 150 |
- "*" denotes that these skills are left at the pet's current skill level.
- L2 combat skills are capped at 80.
- L3 magery is capped at 80.
Behavior
The following rules apply to all pets | |
---|---|
Attack |
|
Guard |
|
Follow |
|
Each level of pet has special behaviors during attack and guard:
Level 1 - Split up to attack multiple targets | |
---|---|
Attack |
|
Guard |
|
Level 2 - Ranged (magery) attack | |
---|---|
Attack |
|
Guard |
|
Level 3 - Healer | |
---|---|
Attack |
|
Guard |
|
Level 4 - High Damage | |
---|---|
Attack |
|
Guard |
|
Level 5 - Tank | |
---|---|
Attack |
|
Guard |
|
Special Attacks
- Birds - Peck
- "Peck" is the weapon ability Bleed Attack. Mobs will take damage regularly for 10 seconds.
- Canines - Howl
- This is a modified version of Devotion's "Dispel Evil" spell. For each mob in a 5 tile radius of the pet, there is a chance to make the mob flee for 30 seconds. Chance increases with wrestling skill. There is also a chance to dispel summoned mobs. (Lyrrin's note: after testing this I don't like it so much. It would get annoying on group hunts, L2 canines wouldn't really be able to use this ability at all due to low wrestling, and having multiple L1 canines has little benefit over having 1 L1 canine.) Other suggestions to replace this:
- Low-level AOE damage within 5 tiles,
- Debuff a random stat of nearby mobs for 15 seconds, debuff is stackable
- Modified version of the necro spell "Evil Omen" that magnifies the effect of the next harmful attack, on all nearby mobs
- Whirlwind attack weapon ability, which strikes all nearby mobs
- Felines - Sneak Attack (Not programmed yet)
- This is a modified version of Deception's "Backstab". The pet will temporarily hide, then strike with a 2x bonus to damage, and unhide.
- Reptiles - Fire Breath (Not programmed yet)
- Modified version of fire field. Pet breathes out field of fire centered on mob.
- Does this work for raptors as well?
- Ursines/Bovines - Stun (Not tested)
- This is the weapon ability Paralyzing Blow. Target will be unable to move, cast, or attack for 6 seconds, or until it receives combat damage.
- Arachnids/Beetles - Poison (Not programmed yet)
- Will cause poison on next hit. Level of poison is dependent on wrestling skill, TBD.
- Plants/Earth - Entangle (Not programmed yet)
- Need to think on this one. There don't seem to be any special abilities or spells that reduce swing/attack speed. Best analog is to drain most of the mob's stamina? There is also the mysticism sleep spell, which reduces movement speed, or I could try to make a paralyze that does NOT wear off when taking combat damage. Could also change to "Thorn Strike", which could be weapon ability "double strike" or even bleed attack, and use talon strike for the birds.