Realm of Immersion (working title) Design Doc
Damage:
* ATK increases damage inflicted.
* AC decreases damage taken.
* These above stats take away from each other. ATK is added first, followed by AC subtractions, followed by damage modifiers from spells.
* Spell modifers always add a percentage of damage. This opens up venues for classes like the Shaman and Bard to give their own modifiers to damage.
* A minimum of 1 damage is always inflicted provided the attack hits.
* Damage on weapons is a straight-up number instead of a crazy formula to determine your damage.
* Spell Auto Attack is added through the form of wands. These are identifiable through elemental damage on a weapon, and use your ATK.
* Spell Auto Attack weapons can be dual wielded if you are a pure caster class. This includes Enchanter, Wizard, Magician, and Necromancer.
Note: NPCs do not follow player damage rules, however, follow a minimum/maximum formula which includes ATK and AC. These stats can be debuffed by players and NPCs on players in return.
Skills:
* Skills determine the chance that you can use a melee attack or spell while not getting interrupted. This is the only benefit to combat and casting skills.
* General skills add +0.5% chance of not being interrupted, while individual specialized skills give a 0.1% chance of not being interrupted.
* All skills cap at 100, and are leveled through using them. Todo: Implement Skill XP Pools instead of on-use skillups.
Note: NPCs do not have skills and can be easily interrupted, however NPCs are only interrupted by single target auto attacks.
Delay:
* Attack speed is calculated by (delay * 100) milliseconds instead of a formula to determine when autoattacks happen. A 20 delay weapon will trigger every 2000ms.
* Haste on gear is a flat value that decreases this timer, capping out at (basems * 0.50) reduction. Slower weapons can benefit from more haste, faster weapons not so much.
* Haste on spells increases the percentage of haste earned from item bonuses.
Note: NPCs have a flat 20 delay for trash NPCs, and are affected by buffs cast on them by other NPCs.
Avoidance:
* Avoidance increases chance to avoid by 0.1% per avoidance
* Accuracy increases chance to hit by 0.1% per avoidance.
* Some spells increase the value earned from items by a percentage.
* Avoidance cannot exceed 85% avoidance, nor can it be lowered below 5%. You are always able to have a chance to hit or miss.
Resists & Spells:
*Spells (and melee combat abilities, which are lumped under the 'spells' classification) are modified through your base ATK (and spell modifiers to ATK) and further modified through a 'Spell Damage' (Now called 'Ability Modifier') stat.
*All spells have a base 95% chance to be interrupted while being hit. See: Skills.
*Spells can continue to be casted while auto attacking, regardless of your class.
*Ability modifier is a 0.1 percentage modifier to your base spell damage. This stat starts at 100. Critical abilities increase this base to a minimum of 150% to a maximum of 350%, and have varying levels of critical damage increases depending on a roll. All Classes can critical attack on any Spell, aggressive or defensive.
*Resists add a 100% chance to resist a spell. The buff is invisible to the client aside from the name such as Resist Magic.
*Resists are only gained through spell buffs cast by another entity. These buffs last for 5 seconds, fade upon resisting that type of spell, and have a 30 second cooldown.
*Resists are reactive instead of passive. It is possible to gain group resists by finding the appropriate scroll and scribing it.
*Multiple ranks of spells are no more; instead, you will only have one rank of spell that has a modified base percentage and varying cast time. For example, a 4 second cast timer spell may hit for 500% modifier, where as a 2 second cast timer spell may hit for 250% modifier. These ranks are added after ATK/Spell Damage calculations, and before Critical calculations.
* You may only have a max of 8 spells memorized, and a total of 12 spells in your spell book at any given time. When you delete a spell from your spell book, you will have to re-learn it by finding the appropriate scroll again.
Note: npcs are excluded from this rule.
Itemization:
* All players start at a base 1000 HP/Mana/Endurance, and this increases by level by 100 per level.
* The following Stats are removed:
*STR
*STA
*AGI
*DEX
*WIS
*INT
*CHA
*Resist Corruption
The following stats appear on gear:
*ATK
*AC
*Avoidance
*Accuracy
*Damage
*Delay
*Haste
*Proc Effects (Worn "on-hit Procs" and standard weapon procs)
*Hitpoints
*Mana
*Endurance
*AbilityModifier
Unless otherwise noted, NPCs follow the same formula that PCs do.