Combat Abilities
Combat consists of abilities applied to targets. There are six types of abilities:
- Damage
- Heal
- Buff
- Debuff
- Buff removal
- Debuff removal
Damage and heal abilities currently affect hit points only, but can apply on-success conditions to affect other stats. Damage and heals can fail to have any effect if target resistance is too high.
Buffs and debuffs can apply conditions on success, if they overcome resistance. (Buffs and heals may be hampered by toxicity or magical anti-healing.)
Removal abilities can eliminate conditions on success, but must overcome target condition power.
Notes:
- All abilities can be area-of-effect. AoE abilities do double power to target, and normal power to everything else.
- Abilities have innate stats that level up as abilities do, but equipment abilities can also gain boosts from their source equipment, and all abilities can gain boosts from character stats.
- Abilities can provide usage experience to character stats. Exp gain can be static (X per use), or dynamic based on performance of the ability. In that case, failure provides the most experience. For instance, damage reduction from enemy resistance is added to exp. Attacking powerful enemies can thus provide a lot of exp (even if no damage is done).
Status Conditions
There are four types of status conditions:
- Damage over time
- Heal over time
- Buff stats
- Debuff stats
Damage over time conditions ignore resists (they do true damage). Heal over time also ignores any applicable resists. Buff or debuff conditions can affect multiple stats, with the same magnitude.
Notes:
- Conditions have a power rating, which must be overcome in order to be directly removed. The power rating does not affect the magnitude of the condition, however.
- Conditions applied on-success from damage or heal abilities use the damage or heal magnitude as their power. So, bleeding from a 1-damage hit will be much easier to remove than bleeding from a 100-damage hit.
- Removal attempts are cumulative: five 20-power remove bleeding attempts will clear a 100-power bleed.
- Condition adds are procced before removes.
- Conditions also have stacks, max stacks, duration, max duration, and stack accrual stats.
- Conditions do not provide experience, only abilities do.
Evasion Changes
Evasion now applies both to melee and ranged attacks (alteration has been removed). Successful evasion costs stamina, the cost defined per character (I anticipate that smaller enemies will have less cost to evade).
Currently, it works like this:
- On the defender, hit difficulty is added to critical difficulty. If the attack is ranged, concealment is added to critical difficulty. (I may add cover as well, and tweak further if the ranged attack is in the same zone or not.)
- If attacker accuracy is greater than double critical difficulty, it’s a guaranteed crit.
- If accuracy is greater than critical difficulty, evasion is checked for both crit and hit.
- If evasion is at least equal to attack speed, the crit is avoided for a stamina cost.
- If evasion is at least equal to double attack speed, the hit is avoided for an additional stamina cost.
- If accuracy is greater than hit difficulty, evasion is checked for hit.
- If evasion is at least equal to attack speed, the hit is avoided for a stamina cost.
Notes:
- If any avoidance occurs, the attacker gains extra experience. So, missing outright provides the most exp.
- Total evasion is divided among all incoming attacks. So, a character with 100 evasion facing 10 simultaneous attacks can only apply 10 evasion to each attack stack.
- Evasion is not procced if no damage would be done.
- Currently, a crit is double damage (after damage reduction).
