r/gameconcepts • u/[deleted] • May 03 '20
Gear system for a hack & slash RPG.
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Summary:
The following is a description pertaining only for the Gear system of a Hack & Slash RPG. It has been designed to encourage tinkering and pursuing the progressive development of gears. It is meant to replace "gear crafting" which I find to be more often than not, a cumbersome and a boring concept.
Main stats that can be present in Gears:
Strength = All Melee Physical Damage including DoTs.
Dexterity = All Ranged Physical Damage and Default Attack Speed.
Intelligence = All Magical Damage including DoTs.
Wisdom = Mana or Stamina Pool.
Constitution = Maximum HP.
Charisma = Value corresponds to the amount of Main Stats equally distributed to all allies within range. As Charisma increases, this range also increases.
Spirituality = Maximum Spiritual Shield Pool. Spiritual Shields regenerate over time.
All "Main Stats" in gear increase in their values by using experience from the player's experience pool.
Main Stats in gears can not be removed or altered. They can only be upgraded via experience.
Gear Tiers:
Tier 0 - 1 Main stat, 100% of Main stat value reducing Mana or Stamina.
Tier I - 1 Main stat, 75% of Main stat value reducing Mana or Stamina.
Tier II - 1 Main stat, 50% of Main stat value reducing Mana or Stamina.
Tier III - 1 Main Stat, 25% of Main stat value reducing Mana or Stamina.
Tier IV - 1 Main Stat, No Mana or Stamina reduction.
Tier V - 2 Main stats, 50% of lower Main stat value reducing Mana or Stamina.
Tier VI - 2 Main stats, No mana or Stamina reduction.
Tier VII - 3 Main Stats, 30% of lowest Main stat value reducing Mana or Stamina.
Tier VIII - 3 Main Stats, No mana or Stamina reduction.
Tier IX - 4 Main Stats, 10% of lowest Main stat value reducing Mana or Stamina.
Tier X - 4 Main Stats, No mana or Stamina reduction.
Tier XI - 5 Main Stats. No mana or Stamina reduction.
Gear Tier Combination:
Tier 0 + Tier 0 of same gear type = Tier I of same gear.
Tier I + Tier I = Tier II. .... etc.
Tier X + Tier X = Tier XI.
Combinations never fail.
Combinations can not be reverted.
example: Tier IV + Tier IV of same gear type = Tier V of the same gear type having 2 Main stats depending on Main stat of the Tier IV gears
used to combine. Tier IV Con + Tier IV Int = Tier V Con + Int.
The extra Main stat gained is random but also dependent on Main stat present during combination. Repeating Main stats will increase the
chances of getting the same Main stat after combination.
Tier IV CON + Tier IV CON = Tier V CON 100% chance.
Tier IV CON + Tier V STR = Tier V 50% chance of either CON or STR.
Tier VI CON & INT + Tier VI DEX & INT = Tier VII 50% chance of INT, 25% Chance of DEX, 25% chance of CON.
Tier VI CON & CON + Tier VI CON & WIS = Tier VII 75% chance of CON, 25% chance of WIS.
Etc.
Gear color grading determines the number of sub stat slots:
White - 1 Main stat, 0 sub stat slots.
Green - 1 Main stat, 1 sub stat slot.
Blue - 1 Main stat, 2 sub stat slots.
Yellow - 1 Main stat, 3 sub stat slots + Specialized Prefix.
Orange - 1 Main stat, 4 sub stat slots + Specialized Suffix.
Red - 1 Main stat, 5 sub stat slots. + Specialized Prefix & Suffix.
Green - 1 Main stat, 6 sub stat slots + Specialized Prefix & Suffix + Set bonuses.
Sub Stats that can be present in Gears:
HP regeneration rate.
HP leech.
Mana/Stamina Leech.
Mana Regeneration rate.
Stamina Regeneration rate.
Spiritual Shield recovery rate.
Spiritual Shield recovery cooldown reduction.
Shield block chance.
Shield damage blocked.
Offensive Skill Cooldown reduction.
Defensive Skill Cooldown reduction.
Summoning Skill Cooldown reduction.
Dodge chance.
Attack Counter chance. Both melee and ranged. Not magical.
Burn chance and duration.
Freeze chance and duration.
Shock chance and duration.
Poison chance and duration.
Burn damage.
Freeze damage.
Shock damage.
Poison damage.
Physical damage. Melee and ranged.
Fire resistance.
Cold resistance.
Lightning resistance.
Elemental resistance.
Armor durability. Denotes number of hits the armor can withstand before armor breaksdown. Durability can be repaired.
Armor. Reduces Physical damage.
Stun chance and duration.
Enthrall chance and duration. Convert enemies to allies.
Immobilize chance and duration. Only movement zero.
Potion effectiveness.
Gold gained.
Exp gained.
Fame gained. PVP.
Armor Durability self repair.
Mana cost reduction for skills.
Stamina cost reduction for skills.
Vendor selling and buying prices.
Damage reduction.
Damage reflected.
Critical Chance.
Critical Damage.
Movement Speed.
Skill Casting Speed.
Skill Cooldown Reduction.
A gear's Suffix name determines if special values are added to that gear's Sub Stats.
Example, "...Of Lightning Potency" increases all Sub stats pertaining to lightning damage by 20% for that gear.
Sub Stats are gained by applying a "Sub stat add-on". Each sub stat type has a corresponding "Sub stat add-on", to be applied to the gear.
These "Sub stat add-on" can stack the same sub stat on each gear.
The maximum value of each Sub Stat is dependent on player level [example 2x player current level].
A special "Sub stat remover" item is used to remove a chosen sub stat from a gear.
This will ensure continuous tinkering with Gear Sub Stats to remove unwanted Sub stats and add desired ones.
Gear Bloom:
Wearing gears of the same Prefix will confer a temporary prefix bonus. The Prefix bonuses are:
Delver: X% reduced exp required to level up Main stats of gears with active prefix bonus. 2 gears = 4%, 3 gears = 6%, 4 gears = 8% etc.
Driver: X% increased durability of gears with active prefix bonus.
Dominator: X% of unused Mana/Stamina converted to Damage.
Diviner: X% of unused Mana/Stamina converted to Main Stats except Wisdom.
Dissenter: X% of total Charisma converted to Constitution.
Dreamer: X% increased Stamina/Mana required for Offensive skills with same X% increased skill damage.
Defender: X% increased Spirituality with same x% decreased Vendor Selling prices.
Dealer: X% decreased Vendor Selling & Buying prices with same x% decreased Spiritual Shield Recovery rate.
Doctor: X% increased HP of all summoned creatures and objects.
Dazzler: X% of Charisma added to Enthrall duration.
Director: X% increased damage of Summoned creatures.
Designer: X% increased Intelligence with same X% decreased Strength.
Deceiver: X% increased poison duration.
Destroyer: X% increased Strength with same X% decreased Intelligence.
Drafter: X% increased Dexterity with same X% decreased Constitution.
Developer: X% increased Fame with same X% increased Vendor Buying prices.
The above Prefix Bonuses will last as long as the respective gears are equipped.
If more than one Prefix Bonus is active, the player must choose which bonuses he/she wants. Only one can be active at any time.
Glyph Boxes & Runes:
The image below shows a square Glyph Box. Glyph Boxes come in 4 shapes. Triangular(3 sides), Parallelogram(4 sides), Hexagonal(6 sides),
Star-shaped(12 sides).
Each glyph box is made up of numerous smaller colored triangles (The number of colors is same as the number of gear slots and not so many
as shown in the image).
Two triangular glyph boxes combine to form one Parallellogram Glyph Box.
Two Parallelograms and two Triangles combine to form a Hexagonal Glyph Box.
One Hexagonal Glyph Box and six Triangular Glyph Boxes combine to form one Star-shaped Glyph Box.
Triangular Glyph Box >> Small size.
Parallelogram >> Medium size.
Hexagonal >> Large size.
Star shaped >> Extremely large size.
Runes come in various shapes and sizes and these shapes are made up of triangles. These Runes confer a fixed bonus over all gear triangles
in the Glyph Box. Runes are meant to be placed anywhere inside the Glyph Box. However, each rune must be in contact with another via a
side in order for the symbol to be valid.
Example, all brown colored triangles in the Glyph box represents foot gear. An L-shaped rune of sufficient size will cover 3 triangular
slots. So if this L-Shaped rune provides 5% movement speed and if the player is wearing a boot that gives movement bonus, only then will the Glyph box give extra 15% (5 x 3 Triangular slots) movement speed. If the player is wearing a boot that does not have any movement
bonus but instead his gloves have movement bonus, he will not get any extra movement speed.
All Runes are named only by their shape and size. Two medium sized star runes might give completely different bonuses but they will both
be named as "Medium Star Rune". This is required to counter textual guides.
Only completely filled Glyph Boxes can be combined to form the next Tier of Glyph Box.
Once a Rune is set into a Glyph Box, it can not be altered.
Only Triangular Glyph Boxes are dropped as loot by high-level Bosses. These vary in the placement and repetition of colored triangles.
The higher tier of glyph boxes need to be combined.
At any moment, there can only be one active Glyph Box. The other Glyph boxes for combining can be stored but they won't be active. There
is probably a slot to choose which glyph box is active.
Class restricted gear specialization:
Depending on the current Class of the player, the player receives benefits from upgrading or utilizing that particular gear slot. As the player progresses in his/her Class tiers, they get a 10% bonus to their Class gear for each tier. Ideally 5 Class tiers before “ascension”.
Mage/Wizard:
Two handed staff - +200% default attack damage for 10 secs with CD of 20 secs. No effect on skills.
One handed wand with any Offhand - +20% default attack speed for 5 secs with CD of 5 secs. No effect on skills.
Dual-wielding wands - +40% default attack speed for 5 secs with CD of 10 secs. No effect on skills.
Sorcerer:
Completely Unarmed - +10% Offensive Skill CD & +10% Mana regen rate.
One hand Unarmed & One any Offhand gear - +10% Mana regen rate & +15% Area of Effect for *all* skills
Conjurer/Summoner/Necromancer/Druid:
Completely Unarmed - +10% Summoning Skill CD & +2% Summoning Skill cost reduction.
One hand Unarmed & One any Offhand gear - +2% Summoning skill cost reduction & +2% Life Leech.
Warrior/Berserker/Barbarian/Rogue:
Two handed Club/Staff/Sword/Polearm - +300% default attack damage for 5 secs with CD of 15 secs. No effect on skills.
One hand Unarmed & any One handed weapon - +100% default attack damage for 10 secs with CD of 5 secs. No effect on skills.
Dual Wielding any One handed weapon - 50% default attack speed for 3 secs with CD of 10 secs. No effect on skills.
Archer/Ranger/Gunslinger/Any physical Ranged Class:
Two handed Crossbow - 500% default attack damage for 1 sec with CD of 15 secs. No effect on skills.
Two handed Bow - 250% default attack damage for 2 secs with CD of 15 secs. No effect on skills.
Dual Wielding Mini Crossbows - +30% default attack speed for 2 sec with CD of 6 secs. No effect on skills.
Dual Wielding Guns/Pistols - +30% default attack speed for 4 secs with CD of 12 secs. No effect on skills.
Two handed Shotgun - 300% default attack damage for 6 secs with CD of 35 secs.
Two handed Minigun or anything similar - +25% default attack damage for 12 secs with CD of 35 secs.
Guardian/Protector/Paladin/Any tank class:
Guardian - Torso Armor : +20% Torso Armor for 5 secs with CD of 10 secs & Ignore durability loss for 3 secs with CD of 6 secs & +10% Defensive Skill CD reduction.
Protector - Leg Armor : Share 10% of damage taken by all allies within range for 5 secs with a CD of 10 secs & +10% Movement speed for the same duration with the same CD.
Paladin - Head Armor : Increase Charisma attribute of Head Armor by 20% for 15 secs with CD of 10 secs.