Since beneficial skills works pretty much the same way as damaging skills this apply for those too, I will still call it attacks here though.
For all types of attacks there will be a set of target area, each attack will mainly have one target area; in rare cases an attack can have two target areas. These target areas are as follows:
· Single hit – the intuitively normal area, one hit on one target.
· Multiple hits – also very intuitive but it comes in flavors. Basically it is a single attack done multiple, but a finite number of, times and will roll attacks several times.
o Multiple hits/single target – all hits are directed at the same target, efficiently doing lots of damage to one target.
o Multiple hits/multiple targets – hits several targets, randomly or by choice.
· Slashing hit – one single attack that hits multiple, but a finite number of, targets. This also comes in flavors.
o Slashing hit/multiplying – a slash that rolls one attack and does the same damage to all targets it hits, e.g. the total damage done will be the attack multiplied by the amount of targets.
o Slashing hit/dividing – a slash that rolls one attack and divides it equally among all targets it hits, e.g. the total damage will be like one attack and the individual target damage will be the attack divided by the amount of targets.
· Area of effect (AoE) – one single attack that damages all targets within an area, this can hit an infinite amount of targets.
o AoE dividing – one roll divided on all targets it hits.
o AoE re-rolling – one roll for each target it hits.
· All targets – much like the AoE attack but with the area being the whole map. All target attacks can have specifics such as of target group: all hostiles, all friendly, or a unit type: all humanoids, all beasts, or a combination: all hostile beasts.
Attacks will also have effects, one attack can have more than one effect but rarely more than a few:
· Instant damage – the most obvious way to hurt an enemy target (or heal a friend), the damage will be instantly deducted from the targets health.
· Damage over time (DoT) – damage that ticks each turn for a certain amount of turns.
· Damage over actions (DoA) – damage that only occurs when the unit does something, the amount of damage taken will depend on the action.
· Damage after time (DaT) – damage that lies dormant until a certain amount of time has passed. E.g. there is time to remove the DaT before the damage actually happens, but because of the easy to save you completely from it this damage is often massive.
· Damage after action (DaA) – damage that lies dormant until the target does an action, by not doing anything a target can avoid damage until it can be removed. Because of the easy to save you completely from it this damage is often massive.
· Slow (or other speed effects) – increases the period between actions and the time it takes to do timed actions, but not cooldowns.
· Interrupt – break any action that takes time and set time until next action to full.
· Attribute effects – decrease (or increase) any secondary attribute of the target.
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