True Griever wrote:I like the idea, but I would consider making the hp up to 9999, cuz magic spells can be around 2000 already. With affinities it could be higher.
I have recently designed an HP and MP system based from your suggestion:
Rank / Initial HP / Initial MP / Final HP / Final MP
1 / 55 / 35 / 5445 / 348
2 / 60 / 38 / 5940 / 665
3 / 65 / 41 / 6435 / 982
4 / 70 / 44 / 6930 / 1299
5 / 75 / 48 / 7425 / 1616
6 / 80 / 51 / 7920 / 1932
7 / 85 / 54 / 8415 / 2249
8 / 90 / 57 / 8910 / 2566
9 / 95 / 60 / 9405 / 2883
MP is calculated as follows:
3.2 * (MAG stat + 10)
Note that HP is a different stat from PDEF, and therefore has a separate calculation.
HP growth per level = (10 + HP rank + variance factor) * 5
Variance factor is a random number between -1 and +1. (e.g -0.577, 0.414)
Which means for HP rank 1, the HP growth per level is between 50 - 60.
I actually had trouble with MP right now since it can't be greater than four digits and that a lot of MP even for the lowest rank means that anyone could spam their spells forever.
Level 1 spells cost 32 MP.
Level 2 spells cost 64 MP.
Level 3 spells cost 128 MP.
Level 4 spells cost 256 MP.
Rune Unite Spells done by one person will cost him 512 MP.
Rune Unite Spells done by two persons will cost them 256 MP EACH.
Passive skills which increase primary stats will increase the wearer's PRIMARY STAT RANK instead of simply adding X to a stat. Also, some late-level equipments increase STAT RANKS instead of just stats.
It's like this: An equipment with a STR rank + 1 attribute will add 98 stat points more than one with just plain STR + 1.