Time to gather your strength. (Revisited)
A new approach to benefits and penalty of skill levels when in combat.
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Morrowind and Oblivion approached the combat, and the benefits of having a high level attack skill, or penalty of having low level attack skills in different ways:
When designing Morrowind, like its roots that was in old school table top RPGs, BGS decided to use dice rolls and chance to hit, so when you cast a spell or initiated an attack with a sword, you had a chance to fail, so the spell could fizzle away, or the sword might go right through the opponent without any damage dealt.
This approach could be frustrating for people who were not familiar with those old RPG games, or did not like the dice roll idea.
When designing Oblivion, they decided to experiment with other approaches for the attack skills, but they differentiated between spell casting and physical attacks, so when you cast a spell, your skill level decided if you could even cast the spell or not, and if you are able to cast it, how much magicka it would cost you to do so.
For physical attacks, they decided that all the attacks hit the target but proportionate the damage dealt with the skill level.
This approach was more successful, but some old school RPG fans liked the old approach more, and did not like the new approach, as it did not feel right for them, and could lead to some long fights, and involved player skill more than character skill.
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The new interview with Todd Howard, confirmed our speculation that they are open to new radical approaches, and in each generation of the series, they have experimented with radical new approaches and some of them have paid off quite well, if not all of them.
For the problem above, I suggest a new radical approach that can potentially satisfy both groups, as it approaches the problem from a new angle that could lead to results similar to a combination of both of those approaches, if the means to reach such a result is quite different from both of those approaches.
And this approach would introduce a new mechanism that puts the player in total control of the result, but on the other hand, make the character skill a more deciding factor again.
Does it sound too good to be true? Just wait and see for yourself!
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First of all, I wrote this text assuming there is no character attribute in Skyrim, but this might not be the case, and if I were proven wrong, the solution would be a simple one, and we can add the effect of attributes to the effect of skills in the formula.
Secondly, this is a universal approach and unifies the mechanism behind both physical attacks and the spell casting.
Thirdly, this formula do not differ between using one hand or two hands when wielding weapons or casting spells, and can be used both ways, but it can result in some weapons and spells to be one handed only, two handed only, or could be used either ways. Your skill level would determine how much you are successful in such attempts, except for bows that we are always forced to use by both hands.
Thus, this is a universal approach that encompasses all the offensive acts in a battle, and I have not thought about the defensive acts yet, so this should do.
Each weapon and spell should have a unified characteristic that determines its capabilities related to the skill level of the character, and you have to spend some energy to use them, stamina for weapons, and magicka for spells, and you can perform the attack with a speed that is determined by the type of the weapon, or spell, and your skill level.
This speed factor is the new approach, which lead to results that are like a combination of both the previous approaches.
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In order to avoid duplicate sentences, from now on I only describe the formula for weapons, but the spells are all the same, and you can just replace weapon attack speed with spell preparation speed, and stamina usage with magicka usage, and the rest is the same.
Each weapon has a skill level range of effectiveness, and some speed factors, damage factors, and the effect of using both hands instead of just one hand, like this:
Nordic long sword:
- Stamina per second: 3.3
- Min Skill: 35
- Min Speed: 45%
- Max Skill: 50
- Max Speed: 80%
- Attack Threshold: 60%
- Threshold Power: 30%
- Two Hand Factor: 160%
- Damage: ...
I'll describe all the above values, but first I want to describe "Two Hand Factor".
This is the value that defines if a weapon or spell is "One Handed Only=1", "Two handed Only=2", or could be used in both modes, and in this case, it defines the skill level ratio that two handed mode has over one handed mode, so if you have "blade" skill of 25 and use that nordic long sword with two hands, it assumes that you have the "blade" skill level of 25*160/100=40 when calculating the attack factors.
From what I we read in the latest GI story about the Skyrim engine, we got a hint that the melee skills are devided into "one handed" and "two handed", and if that's right then the chance that we can switch the weapon usage between the two modes is greatly reduced, so the parts that are related to this feature can be easily ignored, but it might still be useful for spell casting.
When you attack with a weapon or spell, it takes some time to charge the attack, so while charging the attack, you are raising your weapon, or gathering your magic power, to start the attack, and this is shown in a predefined animation sequence.
The attack threshold defines the percentage of the attack sequence that have to be completed before we can launch an actual attack at the opponent, and if we release the attack button before that, the attack fails, and after that depending on the percentage of the attack sequence that is completed(charged), we deal a specific amount of damage.
If we release the attack button before the attack threshold is reached, or we are otherwise interrupted in the attack sequence, like if we were attacked and had to change to defense sequence, or were thrown out of balance, then the attack fails, or the spell fizzles away.
If we release the attack button at the exact moment that we reach the attack threshold, like the 60% of the example, we would deal 30% of the damage potential of the attack, but if we keep charging the attack to it's full power, we would deal the full power of the nominal damage of the weapon or spell.
But for people who do not like to have a failure chance, there can be an option that a single tap on the attack button, always charges the weapon to the minimum charge for attacks and starts an attack action after that, so with a single tap of the attack button, you raise your sword and deal a light blow.
The skill range and speed percentage define the speed of an attack animation related to your skill level, so if you have low skill level, you perform the task slowly, and if you have high skill level, you do the job swiftly.
This speed factor, defines the time it takes to charge an attack, so less skillful attackers give the opponents more time to be prepared for a defensive act, but you could attack without fully charging the attack to deal swift but less effective blows.
Or you could use your both hands with the weapon to gain more speed, (because of the equivalent of more skill), to be able to deal full powered attacks more swiftly, and this applies to spells as well, so you could gather your magical power more swiftly if you used your both hands when casting the spells.
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I want to describe the skill requirements and the speed of attacks, and here is another example to have the numerals nearby to look at:
Elven long bow:
- Stamina per second: 4.2
- Min Skill: 40
- Min Speed: 50%
- Max Skill: 70
- Max Speed: 80%
- Attack Threshold: 80%
- Threshold Power: 60%
- Two Hand Factor: 2
- Damage: ...
The two hand factor of 2 defines that it is a two handed only weapon, so it can not be used by one hand only.
Charging the attack means pulling the bow string to it's limit which would be when it is 100% charged, but you could release it as soon as it is 80% charged to deal 60% of the damage potential, which is not good, and it is recommended to always fully charge the attacks.
Minimum skill requirement for using the bow is 40 Marksman, so if you have lower skill level you are going to have quite a nice time trying to charge it to its full potential, but in that skill range, i.e. 40-70 Marksman, you will use it normally, but after the marksman skill level of 70, you gain no additional advantage using that bow.
So if you have skill level of 40, you perform the animation sequence of drawing a bow string with 50 percent of its nominal speed, and if you have skill level of 70, you draw the bow string with 80% speed of the speed defined in the animation of drawing a bow string.
if you have the skill level of 50, you speed percentage is calculated like this: 50 + (80-50)*(50-40)/(70-40) = 50 + 30*10/30 = 50 + 10 = 60.
So you would draw the bow string with 60% of the nominal speed of the animation sequence.
But if you have skill level lower than the minimum required level of the bow, for instance 12, your speed is calculated like this: 50*12/40 = 15, so you would draw the bow string with the speed of 15% of the nominal speed of the animation.
It would be painfully slow, and your hands would shake like a dancer's belly while you are drawing the bow string, so you are better off with lower level bows that are swifter in nature, and require less skill level to be able to use them swiftly enough in battles.
But if you are ready to wait for the full charge of that elven bow with those shaky hands, you are going to deal really nice sneak attacks with that bow, but be sure to make a one shot kill, or you are going to fall off to backup plan soon.
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By this approach, the character skill level is important because it defines the speed that you can charge the attacks to full attack, but the implementation of that charge is in the hand of the player, and he can start the attack anytime the charge has passed the "attack threshold" percentage, and deals swift lighter blows, or slower heavier ones.
The dice rolls come into action when we are deciding if the opponent has the chance to retaliate, or not.
And the charging percentage can be shown by a slick filling bar at the side of the targeting cross, so that when we can release the attack button.
You have a chance of failing, because you can release the attack button too soon, or you are dealing slow blows and give the opponents time to dodge, parry, block or otherwise negate that attack.
But the more skillful you get, or if you revert to two handed mode, you can deal more powerful blows swifter than before, and give them no time to defend themselves.
And the swifter you perform the attack, the less stamina/magicka, you spend during the charging time, and you get less tired/drained with each blow/shot/cast.
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Let me describe how it can imitate both Morrowind and Oblivion approach:
Spell casting:
Oblivion: When you are charging a spell, the swifter you are able to charge that spell to cast, the less magicka you spend, so higher skill level reduces the magicka cost.
Morrowind: When you are charging a spell to cast, the swifter you can charge the spell to cast, the sooner you pass the attack threshold and the less chance there is for your attack to get dodged or interrupted by the opponent.
Edit: higher level spells could require higher level skill levels for minimum requirements and casting them in lower level skill levels could take a lot of time and when charging a spell, when it takes longer than a second or two to charge, there can be a chance of spell failure at any moment, and if your spell fails before you reach the attack threshold, your spell fizzles away, and if your attack fails after you reach the attack threshold, you release the spell prematurely.
This can imitate both Morrowind's spell failures and oblivion's skill requirement for higher level spells, a bit.
Melee weapon:
Oblivion: When you are raising a weapon to attack, the swifter you are able to raise the weapon to attack, the sooner you can reach the higher damage point and can sooner deal the higher damage blows, and spend less stamina doing so.
Morrowind: When you are raising a weapon to attack, the swifter you are able to raise the weapon to attack, the less time you give the opponent to negate your attack by any means, and here comes the effect of those dice rolls, when deciding if they can negate your attack.
Ranged weapons: Just like the melee weapons, with the note that for Crossbows, the speed factor affects the recharging animation, not the actual attack.
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Here is a scenario that shows how this system works for a mage, and how switching to two handed version of a spell helps him:
My newbie Altmer mage, Astarias, has been happily blasting away those rats and bats with his trusty "Spark" spell while holding a small shield in his left hand for when he was attacked to fend off the blows.
His destruction skill is developing gradually and now he can afford to return to his mentor and try to learn the spell that he always wanted to try, "Lightning bolt". He is too excited and cannot wait until he meets his mentor, so he waits until "Master Haarthriff" returns to the guild and approaches him excitedly to ask for the lesson for the new spell.
The good master informs the impulsive apprentice that it is too soon for him to be able to practically use that spell, but Astarias insists, so he tells the apprentice to stand in front of the dummy, and starts the lesson.
After the lesson, Astarias runs to the sewers to try the new trick on the rats there, but in his first try, he finds out that he has to switch to "Spark" before he was killed by those pesky rats.
After that he refreshes his health and magicka pool, and tries to follow his mentor's advice and put away the shield, and use both hands for the new spell, and approach those pests stealthily, and try to blast a few of them with a well-placed "Lightning Bolt", and then switch to the old formula, of "Spark" + Shield, and finish the job like before.
And this strategy worked, but if we want so understand why this strategy worked, we should look at some numeral examples for it.
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The good suggestion of .bob. about changing the linear formula to an exponential one set me off to some calculations and here is the result:
- Energy Drain: Dr. (Stamina for physical attacks, and Magicka for Spells)
- Min Skill: S1
- Min Speed: P1
- Max Skill: S2
- Max Speed: P2
I decided that for the skills lower than S1, we can calculate their speed percentage by this formula: [P = P1*(S/S1)^2] instead of [P = P1 * S / S1], and this new formula increases the difference between low level and high level spells, and rewards any skill advancement more than the last formula. Thanx .bob. :goodjob:
As for converting the upper formula to inverse exponential, well, I finally got that formula, but it became too complicated for me to explain here:
P = P2 - [S1 * (P2 - P1)^2]/[2 * P1 * S + S1*(P2-3*P1)]
And in this formula I ignored max skill level, and P2 is the speed limit, when skill level (S) goes toward the infinity.
So if we stick the two parts of the formula together it becomes like this:
- S<=S1:
- P = P1*(S/S1)^2
- S>S1:
- P = P2 - [S1 * (P2 - P1)^2]/[2 * P1 * S + S1*(P2-3*P1)]
And the resulting formula is a perfect curve from skill level 0 to infinity, without any breaks and sharp angles, but for simplicity, I decided to stick to the old linear formula for the skills above the minimum requirements.
So the final formula is this:
- S<=S1:
- P = P1*(S/S1)^2
- S>S1 , S
- P = P1 + (P2 - P1) * (S - S1) / (S2 - S1)
- S>=S2:
- P = P2
Which has sharp angles, but it is much easier to understand.
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As for our Astarias example:
Spark:
- Magicka per second: 3
- Min Skill: 5
- Min Speed: 30%
- Max Skill: 25
- Max Speed: 90%
Let's assume that Astarias has destruction skill level of 15, so his casting speed would be:
P = 30 + (90-30) * (15 - 5) / (25 - 5) = 30 + 60 * 10 / 20 = 60%
So if the normal casting animation takes 1 second, in his current skill it would take 1.67 seconds to cast a Spark, with 5 magicka cost.
Lightning Bolt:
- Magicka per second: 4.5
- Min Skill: 30
- Min Speed: 40%
- Max Skill: 60
- Max Speed: 80%
- Two Hand Factor: 160
If we calculate this spell with Astarias's current destruction skill level of 15, his casting speed would be:
P = 40 * (15 / 30 ) ^2 = 40 * ( 1 / 4 ) = 10%
So it would take 10 second to cast a lightning bolt for him, with a good chance of failure in the middle, and 45 magicka cost.
But if he used his both hands to cast the spell, his combined skill would be 1.6 * 15 = 24, so his casting speed would be:
P = 40 * (24 / 30 ) ^2 = 40 * ( 0.8) ^ 2 = 40 * 0.64 = 25.6%
So it would take 3.9 seconds to cast the lightning bolt spell, with much smaller chance for failure in the middle, and 18 magicka cost.
Or we can say that as he is using his both hands, so he is using more magicka and we should multiply 18 with 1.6 thus he would use 28 magicka, and it seems more reasonable.
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OK, this is the new version which I revised after reading the latest GI article about Skyrim engine, and a good suggestion from .bob. and I hope to see something similar to this in Skyrim jk