darkgod wrote:'m thinking the weapon masterioes are too powerful to be able to be pumped to max so soon.
Maybe I should add a requirement of level or stat to each points to make them smoothly distributed?
I was responding to this where you asked the question about maxing out stuff so quickly...
So I asked the questions:
When is the earliest a player can max a mastery out (assuming no external assistance in the form of items/potions/etc?)
How many Masteries can be maxed out in this way?
darkgod wrote:That sounds a bit complex, I am a strong believe in simple systems that combines in complex effects so I'd rather keep the actual system and make the masteries the way to get racial/class/items bonus
Potions/scrolls can also give points in school / talent yes.
Now it's my turn to be confused... which suggests we have both not quite understood where the other is coming from!
So taking this back to the beginning, as far as I can see we have this and I am looking t your comments on damage from the Fireflash spell:
1) Talent Level (from 0 to Max, where max is a variable integer number)
2) Mastery Level (from Min to Max, where Min and Max are variable real numbers)
3) Magic_stat is what? I have no idea...
So you cannot cast a spell unless you have a Talent Level in it... and therefore there is an associated Mastery level which suggest Talent_level Min is 1.
So the formula for Fireflash you mentioned in the RFT thread really looks like this (I wish I had subscript and superscript so I could express this properly!). By the way I have written them large so I could see the difference between the different parentheses, anyway here it is:
28 + (0.4 * Magic_Stat) * (Talent_Level {0 -> Max} * School_Mastery {0 -> Max})
So I assume the number 28 is the base damage that Fireflash delivers, and if that is the case then we could express the formula for all spell damage as:
Base_Spell_Damage {0, Max} + (0.4 * Magic_Stat) * (Talent_Level {0, Max} * School_Mastery {0, Max})
Goodness working through things in this way, clarifies things a bit, or I think it does for me...
So once we look at this, it is the range in Talent Level multiplied by the range in School Mastery that is of interest and therefore the game (in Talent and Mastery terms) might look like this:
Start
Get base Talents going in as many skills as are needed by the char
Mid-Game
Start to emphasise Mastery points, now the player should have a sub-goal of getting as much mastery as possible in any schools
Less emphasis on Talent points - the Talents should be fairly rounded out in player terms
End-Game
Mastery points rule
Talent Levels should be maxed by this stage
I think I have this right...