Re: Monster Arena strategy discussion
Faux Pas, on host 144.90.8.2
Monday, April 5, 2004, at 14:43:06
Re: Monster Arena strategy discussion posted by Issachar on Saturday, April 3, 2004, at 18:53:35:
> > My thoughts would have been to use Agility to determine how difficult it would be to hit someone, then use Constitution to determine how much damage is taken. > > > > -FP > > So then on your model, the attributes, related stat, and mechanic would be like this? > > Agility : Defense : chance to avoid hit > Strength : Attack : damage dealt on hit > Constitution : [no stat] : damage resisted on hit
Exactly. Except I would change Constitution to be something like "Damage Resistance".
> By shifting one attribute (Agility) from attack to defense, we have one attack statistic and two defense statistics. Seems like that would make for some much more low-damage, drawn-out battles, unless Sam powered up the Attack stat to compensate.
Well, right now we seem to have several low-damage, drawn-out battles. My high agility creatures seem to have no problem spewing out multiple lines of "Twink hits Liface for 0 damage!"
Right now, combat is modeled on "if I swing, I hit." Switching Agility from a "how quickly a creature can act" stat to a "how hard it is to hit him" stat would actually make taking high AGL creatures worthwhile. As it stands, it's useless to start with high AGL/low STR/CON creatures. A better strategy is to start with bricks and increase their AGL as the prelims go on instead of starting with speedsters and increase their STR or CON. By the end of the tournament, when all three stats are at or near the 20 mark, the team with bricks will have won more prelims/qualifiers and have more money to spend on weapons and armor than the All Lose, All The Time speedy teams.
The way these prelims are going, I doubt my team of brick and two speedsters are going to break their losing streak.
-FP
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