Link download v0.2.20 (Android)
đź“ŚAddition of new stats (Accuracy and Armor Penetration)
Accuracy
- Accuracy obtained through INT. That means magical heroes will have more accuracy when using their skills.
- Accuracy now affects Normal Attack and Skills (including Physical and Magical).
- Normal Attack Accuracy: 80%
- Skill Accuracy: Each skill will have its own Accuracy, see the description of the skill.
- Hero’s Accuracy = Base Accuracy + Accuracy from stats + Accuracy from equipment + Accuracy from bonus set.
- To calculate the accuracy for each action: (Total Accuracy – Total Evade) = X. If X >= 100, definitely hit. If X < 100, then accuracy = X.
- If hit correctly, it counts as Critical Chance. Now Critical will not ignore Evade like before.
Armor Penetration
- Armor Penetration obtained through AGI and have a cap of 25%
- Armor Penetration only works with Physical Normal Attack.
- Physical Attack Damage dealt = Physical Attack Damage – (Enemy’s Armor x %Armor Penetration)
đź“Ś “Extra turn” mechanism.
In this version, we introduce a new element in PvP – Reset Time (RT).
Reset Time will be shown by the yellow bar below the heroes HP Bar.
When the RT bar is full (RT=100), the hero will receive an Extra Turn immediately for the current turn (shown first under the Turn Order bar).
Light yellow part: Hero’s existing RT.
Dark yellow part: RT will be received after executing the selected Action.
RT will vary for each hero and is calculated based on Speed (SPD) after each action in the hero’s turn:
– Base RT at each hero’s first turn: RT = SPD/10
– If the hero uses normal attack: RT = SPD
– If the hero uses skills: RT = SPD*X% (Note: X varies with different skills).
+ RT will be accumulated after each turn to a specific number. If RT reaches 100, that hero will get an extra action at the end of that turn (This action does not count as a turn and will not trigger overtime effects).
‼️Note: Extra Turn will not affect the skill’s cooldown. Damage Over Time (DOT) skills will also have no effect in the Extra turn, similar to Healing skills.
Example: 3 heroes with the current turn order being A –> B –> C. If after X turns, B has enough RT, he will get an extra action by the end of that turn, enabling him to move and cast skills. B’s movement/action order will be put last in the following turn and return to normal in the turn after that. RT continues to stack up until the hero gets an extra turn and consumes 100 RT )
+ When RT is full and consumed automatically, the RT bar will be reset to 0.
Example of the “Turn Order” mechanism:
- Black number: Speed (Solid stat)
- Yellow number: Reset Time (Will be accumulated after each turn)
đź“ŚRe-calculation of old stats allocation
📌Replace the mana pool with the Cooldown (CD) mechanism for all skills (including skill books and heroes’ skill trees)
âť“What is the CD mechanism?
Every skill will have its CD in turns. This means that players can only re-use skills after waiting for a specific number of turns (instead of waiting for the mana pool to refill).
Some skills can be cast right at the beginning of the game. Others (stronger ones) will not be able to get cast until after a specific number of turns.
âť“Why do we change from the mana pool mechanism to the CD mechanism?
The mana pool is used for the whole team. It really limits the game and is hard to be balanced, especially with the aforementioned “Turn order” mechanism. CD is specific for each hero in the team, making the gameplay easier to be balanced and expanded in a later phase (with new PVP features).
Now in most of the matches, players are waiting for the mana pool to charge up enough for using skills. This causes the match to be quite long and boring. The CD mechanism will reduce the time between skill casts in the game, making it more suitable for a turn-based game.
âť“Do we need to re-balance the number of skills (Skill trees and Skill books)?
Yes, of course. Now some heroes can use 1 skill at a time (in the same turn), so we need to do re-balancing with the number.
đź“Ś Skill Balance
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