Before I polish up the demo, there is one thing I want to ask. I have been trying to decide on which way I should go with armor calculations. I will list both methods and their benefits and please tell me which would you prefer!
Method 1: Might and Magic AC
- Stays true to Might and Magic rpgs
- Damage is consistent (Min to Max) on success of hit.
Method 2:Heroes of Might and Magic AC
- Never misses despite dodge and flying tests
- If combat is less then armor then a percent of the damage is reduced based on how much lower the combat is to the armor. If combat is higher then armor, damage will be increased by a percentage. (Keep in mind, this is not the same as Final Fantasy.)
- Overall more usefullness for armor
- Faster combat
LOE - Battle Calculations for Armor Class
- legendoferthia
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LOE - Battle Calculations for Armor Class
Last edited by legendoferthia on 25 Nov 2010, 18:12, edited 1 time in total.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Re: LOE - Battle Calculations for Armor Class
It is not exact way in what AC works in MM.savetara wrote: - Stays true to Might and Magic rpgs
- Damage is consistent (Min to Max) if a combat rolls higher then AC
Look there for more details.
- legendoferthia
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Perhaps I may be wrong, but I thought it was if the combat was higher that the hit was succesful. (Combat being attack)
EDIT:
Okay, I just looked at the link, I will have to make a few changes. Thanks for pointing this out.
EDIT 2:
Might and Magic formual implemented. I have updated the first post.
EDIT:
Okay, I just looked at the link, I will have to make a few changes. Thanks for pointing this out.
EDIT 2:
Might and Magic formual implemented. I have updated the first post.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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- legendoferthia
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- Location: Canada
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Alright, I will leave the armor class system with Might and Magic style. I just wanted to make sure everyoen was happy with it!
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