Random Number Generator Suggestion (Concept of a New system)

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Would you enjoy this change to combat?

Yes sounds good
1
50%
No it sounds bad
1
50%
 
Total votes: 2

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YT_Rivenful
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Random Number Generator Suggestion (Concept of a New system)

Post by YT_Rivenful » Wed May 13, 2015 5:32 pm

This can make combat in craftland more enjoyable Whenever you hit a Monster or taking damage from players/monsters. I feel that this needs to be added on craftland its sort of the same concept on runescape how they got the random number Generator added to their combat, you can start to bring in different difficulties of monsters with this system I do believe Watch this video for some random number generator attacks in their combat https://www.youtube.com/watch?v=CSQPvpn6LFo" onclick="window.open(this.href);return false;. The Mcmmo could be converted to this system as Axes changed to Strenght, Swords Changed to Attack, and Unarmed Changed to Defense.

Attacks: Say if your maxed hit is a 50 with a sharpness 8 valkyrie sword with some MCMMO added to it, Currently your almost always hitting that 50, with a Random number generator you can hit from a 0 to a 50 on any monster/player.

Defense: Currently with high tier armor like valkyrie for example you always take no dmg with a protection enchantment of 4 on it, With the Random Number Generator make armor with higher defence just give a higher chance of hitting a lower number but players/ monsters can still hit their Maxed Damage if they are lucky

Stats: Along with the MCMMO bring out 3 new skills to the character these 3 skills will be called 1. Strenght 2. Attack 3. Defense.

1. Strenght = The higher level you level this skill the higher the Random Number Generator will expand (Example: lvl 3 str gives you 0-1 dmg plus the weapon you are wielding a wooden sword so the player would only hit a 0-5 with lvl 1 strenght because the based dmg from a wooden sword is 4.) Every 3 stenght levels should increase the players total Random number generator's maxed damage.

2. Attack = The higher level you level this skill the higher the chance of hitting through enemy's defenses often (For example someone's got level 100 defense which gives them 60% chance of blocking an attack completely and if you you got 100 attack it ignores 60% of the enemys armor and will let you hit often on them if they got no armor on, if the enemy happens to have leather armor on they will still have a percentage of defence off of their leather armor like a 8% chance to block your attack. If you do not have any attack levels and you hit someone with full leather armor with a defense level of 100 they will have a 68% chance of blocking you whole attack.

3. Defense = The higher you level this skill the higher % chance you got to block attacks and it adds up with armor ( Example Full dia gives 40% chance of blocking an attack plus the % from the level of Defense.

4. Health = Just gives higher health over time which is needed for this new Random Number Generator.

What you guys think? Should there be a system like this for the combat on craftland?
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Joyman533
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Re: Random Number Generator Suggestion (Concept of a New sys

Post by Joyman533 » Wed May 13, 2015 11:57 pm

I seriously think that this isn't needed. Don't make combat infinitely more confusing.
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