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Combat is very simple, and potentially boring for high HP targets that you just need to chip away at, leading players to just spam clicking a weapon for highest DPS.
More optional depth can be added by adding a way for attacks to combo into each other when done with good timing.
When attacking, a timer starts for when the next attack can be done.
If another attack is done within a narrow time window (<1 second) around when that timer is up, the timer for when the next attack can be done is less than the previous one.
This attack rate reduction can keep stacking, up to a limit, if the chain is continued.
The limit can be increased with a higher level in the relevant combat stat (Melee, Ranged, Magic).
Failing to do another attack within the time window will break the chain and reset the attack rate.
An icon around the cursor will wind down to when the next attack can be performed, to help knowing when to do the next attack, to know how fast the current attack rate is.
This feature would be useful for items that a player has a lot of and gives a faster way of getting through them, such as being able to convert low tier weapons into damage on an enemy quickly.
Weapons (or items in general) could use the expGivenStatName (or this could be renamed to something that includes both what stat exp is gained and what stat is used for this rhythm calculation), which would define which stat to use for calculating the maximum rhythm bonus.
For example, the iron sword config of
- name: IronSword...expGivenStatName: Melee
would classify this as a weapon relevant to the Melee stat, and should use the player's Melee stat as part of the calculation.
The text was updated successfully, but these errors were encountered:
Category
Feature description
Combat is very simple, and potentially boring for high HP targets that you just need to chip away at, leading players to just spam clicking a weapon for highest DPS.
More optional depth can be added by adding a way for attacks to combo into each other when done with good timing.
An icon around the cursor will wind down to when the next attack can be performed, to help knowing when to do the next attack, to know how fast the current attack rate is.
This feature would be useful for items that a player has a lot of and gives a faster way of getting through them, such as being able to convert low tier weapons into damage on an enemy quickly.
Notes
Kind of like the "Active Reload" bonus in Gears of War.
![image](https://user-images.githubusercontent.com/9785268/103035474-46627780-455f-11eb-864e-41f821a0666f.png)
https://gearsofwar.fandom.com/wiki/Active_Reload
Weapons (or items in general) could use the
expGivenStatName
(or this could be renamed to something that includes both what stat exp is gained and what stat is used for this rhythm calculation), which would define which stat to use for calculating the maximum rhythm bonus.For example, the iron sword config of
would classify this as a weapon relevant to the Melee stat, and should use the player's Melee stat as part of the calculation.
The text was updated successfully, but these errors were encountered: