Post by Saturn on Oct 11, 2016 2:48:42 GMT
Castles in the Sky's Equipment system will be one of it's most important components.
I've gone with an equipment system familiar to anyone who's played an MMORPG on PC.
Gear will be upgradable in several different ways.
Level - The Level needed to equip the gear, with a new piece every 5-10 levels. Unlike some games where you have to throw away your old gear every 10 levels, here you will be able to upgrade gear to the next level with Forge Stones. This will most likely be a chance based system, with forge stones having a chance of failure based on the equipment's level. Be careful not to upgrade it higher than you can wear!
Equipment Tiers:
Heavy Armor and Metal Weapons
Tier 1: Rusty Iron
Tier 2: Iron
Tier 3: Steel
Tier 4: Mythril
Tier 5: Adamantine
Tier 6: Diamond
Tier 7: Un-named black and red
Tier 8+: Undecided
Quality - Normal, Refined, Unique, Elite, Super, Godly. Higher quality has better stats. Quality can be improved with Catalysts, and enemies have a chance to give gear with higher than normal quality. Also chance based.
Plus - From No plus to +10, Plus Progress can be increased by using a Plus Crystal. Plus boosts existing traits on equipment. (so if the armor has health and defense it will gain more health and defense from pluses.)
Gems - Gems give you the ability to increase a stat of your choosing, such as making armor give Attack with a Dragon Gem.
In order to socket a gem into equipment it first needs a socket. Sockets are automatically opened up from upgrades on weapons and other equipment has a chance to be socketed when upgrading with Forge Stones or Catalysts. Sockets in non-weapon items will no doubt be the most difficult items to obtain. 2 sockets per item max.
Gem Level - Just like your character, Gems also level up and get better as you use them.
Soul Level - As you defeat foes the weapon or armor gets stronger, without the need for any upgrade items.
Element - Your Weapon and Chest armor can be attuned to a specific element, which not only gives you the choice of what color you want your weapon glow to be and skill effects to look like, it changes what you'll be strong and weak against.
On a weapon, the element determines what effect that weapon's skill will have.
For example, a Sword with the Fire element deals additional damage to players wearing Ice armor.
Whereas Life Element completely changes the sword's ranged attack to heal allies instead of dealing damage.
In addition to elemental super effectiveness, each element also adds a passive bonus depending on whether it's armor or a weapon.
Effectiveness:
Arcane does regular damage to all, no bonuses
Earth beats Fire, Lightning. - On armor, Earth adds defense against Melee damage.
Fire beats Ice, Shadow. - On Armor, Fire adds skill resistance.
Ice beats Earth, Water. - On Armor, Water. On Armor, Ice raises knockback resistance.
Wind beats Earth, Lightning. - On Armor, Wind increases speed.
Water Beats Fire, Earth. On Armor, Water increases HP.
Lightning Beats Water, Ice. On Armor, Lightning decreases skill cooldown time.
Shadow counters all but is especially weak to Fire, Light and Life. On Armor, Shadow increases attack charge rate.
Light counters all but is especially weak to Shadow, Earth and Ice. On Armor, Light gives a chance to deflect incoming damage.
Life makes weapons attacks heal instead of dealing damage. On armor, Life adds HP Regen.
Elements will also add fancy effects. For example, a Fire Weapon will have a burning aura around it.
The Element of the weapon also changes the element of the weapon's skill, so when you use the sword skill with a fire element sword the skill effect will be flames.
Classes
There is no traditional class system. The weapon you equip and what gear/stats you have determine your play style.
You can easily switch from running around with a bow to casting heal spells to swinging a sword all on a single character if you want.
Or make 3 separate characters each built towards a specific role.
Weapons
One Handed -
*Already Done*
Sword: Balanced Speed, Damage and knockback, short ranged. Sword's skill always hit targets in a line in front of the target. The skills effect depends on the Element of the Weapon.
Scepter: Magic projectiles, high range, skill depends on element of scepter
*Possible*
Axe: Higher Damage than Sword but slower to swing.
Dagger: High movement speed and attack speed, low damage.
Hammer: High knockback, low everything else.
Off Hand -
*Already Done*
Shield: Increases Defense and Mdef like an armor piece. Allows blocking. Element determines skill.
*Possible*
Totem: AoE Buff skill depending on Element.
Two Handed -
Two Handed Sword: High damage, slow swing speed, high knockback, higher range than sword.
Bow: Medium damage, high range, high fire rate, AoE skills. Armor penetrating skills available. Different element bows give different attack bonuses.
I've gone with an equipment system familiar to anyone who's played an MMORPG on PC.
Gear will be upgradable in several different ways.
Level - The Level needed to equip the gear, with a new piece every 5-10 levels. Unlike some games where you have to throw away your old gear every 10 levels, here you will be able to upgrade gear to the next level with Forge Stones. This will most likely be a chance based system, with forge stones having a chance of failure based on the equipment's level. Be careful not to upgrade it higher than you can wear!
Equipment Tiers:
Heavy Armor and Metal Weapons
Tier 1: Rusty Iron
Tier 2: Iron
Tier 3: Steel
Tier 4: Mythril
Tier 5: Adamantine
Tier 6: Diamond
Tier 7: Un-named black and red
Tier 8+: Undecided
Quality - Normal, Refined, Unique, Elite, Super, Godly. Higher quality has better stats. Quality can be improved with Catalysts, and enemies have a chance to give gear with higher than normal quality. Also chance based.
Plus - From No plus to +10, Plus Progress can be increased by using a Plus Crystal. Plus boosts existing traits on equipment. (so if the armor has health and defense it will gain more health and defense from pluses.)
Gems - Gems give you the ability to increase a stat of your choosing, such as making armor give Attack with a Dragon Gem.
In order to socket a gem into equipment it first needs a socket. Sockets are automatically opened up from upgrades on weapons and other equipment has a chance to be socketed when upgrading with Forge Stones or Catalysts. Sockets in non-weapon items will no doubt be the most difficult items to obtain. 2 sockets per item max.
Gem Level - Just like your character, Gems also level up and get better as you use them.
Soul Level - As you defeat foes the weapon or armor gets stronger, without the need for any upgrade items.
Element - Your Weapon and Chest armor can be attuned to a specific element, which not only gives you the choice of what color you want your weapon glow to be and skill effects to look like, it changes what you'll be strong and weak against.
On a weapon, the element determines what effect that weapon's skill will have.
For example, a Sword with the Fire element deals additional damage to players wearing Ice armor.
Whereas Life Element completely changes the sword's ranged attack to heal allies instead of dealing damage.
In addition to elemental super effectiveness, each element also adds a passive bonus depending on whether it's armor or a weapon.
Effectiveness:
Arcane does regular damage to all, no bonuses
Earth beats Fire, Lightning. - On armor, Earth adds defense against Melee damage.
Fire beats Ice, Shadow. - On Armor, Fire adds skill resistance.
Ice beats Earth, Water. - On Armor, Water. On Armor, Ice raises knockback resistance.
Wind beats Earth, Lightning. - On Armor, Wind increases speed.
Water Beats Fire, Earth. On Armor, Water increases HP.
Lightning Beats Water, Ice. On Armor, Lightning decreases skill cooldown time.
Shadow counters all but is especially weak to Fire, Light and Life. On Armor, Shadow increases attack charge rate.
Light counters all but is especially weak to Shadow, Earth and Ice. On Armor, Light gives a chance to deflect incoming damage.
Life makes weapons attacks heal instead of dealing damage. On armor, Life adds HP Regen.
Elements will also add fancy effects. For example, a Fire Weapon will have a burning aura around it.
The Element of the weapon also changes the element of the weapon's skill, so when you use the sword skill with a fire element sword the skill effect will be flames.
Classes
There is no traditional class system. The weapon you equip and what gear/stats you have determine your play style.
You can easily switch from running around with a bow to casting heal spells to swinging a sword all on a single character if you want.
Or make 3 separate characters each built towards a specific role.
Weapons
One Handed -
*Already Done*
Sword: Balanced Speed, Damage and knockback, short ranged. Sword's skill always hit targets in a line in front of the target. The skills effect depends on the Element of the Weapon.
Scepter: Magic projectiles, high range, skill depends on element of scepter
*Possible*
Axe: Higher Damage than Sword but slower to swing.
Dagger: High movement speed and attack speed, low damage.
Hammer: High knockback, low everything else.
Off Hand -
*Already Done*
Shield: Increases Defense and Mdef like an armor piece. Allows blocking. Element determines skill.
*Possible*
Totem: AoE Buff skill depending on Element.
Two Handed -
Two Handed Sword: High damage, slow swing speed, high knockback, higher range than sword.
Bow: Medium damage, high range, high fire rate, AoE skills. Armor penetrating skills available. Different element bows give different attack bonuses.