Monument ShadowMUD


[07-27 20:52][Fighter]Aim: hmm. I like that a heavy weapon is slower
[07-27 20:53][Fighter]Icewolfz: rwell heavy weapon slower is nice but if you havethe str to move it faster
[07-27 20:53][Fighter]Aim: but I'd want to somewhat mitigate it with a factor of str and dex I think
[07-27 20:53][Fighter]Icewolfz: factor would remain i am now debating on adding a dyanmic factor to adjust the # some based on ste
[07-27 20:53][Fighter]Aim: after all, skill in the weapon should factor in also, and dex is easier than do that for each
[07-27 20:53][Fighter]Icewolfz: right now most commadns if they do mass use a flat fixed #
[07-27 20:54][Fighter]Icewolfz: well skills are a differnt matter
[07-27 20:54][Fighter]Icewolfz: the two as one hand uses a mix of skill and str to factor
[07-27 20:54][Fighter]Icewolfz: i am now debating if i should use a simialr system in places where weight should matter at least with fighter commands
[07-27 20:54][Fighter]Icewolfz: i dont know which ones use it outside of demo/dec/massacre
[07-27 20:54][Fighter]Icewolfz: granted it would gvie kill an advantage ;)
[07-27 20:55][Fighter]Icewolfz mutters about ogres
[07-27 20:55][Fighter]Aim: so like penalty in hits is 2 for 4400, but your .80 dex and .85 str are 1.65 added up, so multiply the weapon weight by (1/100 * 1.65)
[07-27 20:55][Fighter]Icewolfz: hmm intersing
[07-27 20:55][Fighter]Icewolfz: not many weapons that factor in weapon mass
[07-27 20:56][Fighter]Icewolfz: i think only 5
[07-27 20:56][Fighter]Icewolfz: and one alread yuse sa mix of skill/str to adjust the #s it seems
[07-27 20:56][Fighter]Aim: I would do the math easier with division, but we never code division do we? no..someone will get a 0 somewhere and crash crap
[07-27 20:56][Fighter]Icewolfz: well the pen would mostly depends on how the ability uses the weapon
[07-27 20:56][Fighter]Icewolfz: so its nota simple % thing
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10:59, Flameday, Kepki 13, 170 AD.

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