Wednesday, March 2, 2011

Technical descriptions, technical terms.

Over the last few days, I've completed technical descriptions of each ability for Fighter, Paladin, Warlock, Mage, and Rogue.

I will be posting them in a few days, but for now I leave with only some terminology.

1. Buff/Debuffs These are ongoing attachments to a character that provide some benefit (such as increase in attributes) or harm (such as damage over time). If multiple Buff/Debuffs of the same type are cast on the same target from the same source, the last one cast takes over. Multiple buffs/debuffs of the same type may be present on the same target if they are from different casters. They are further qualified by the following.

a. Curse: this is a type of debuff. A single caster will have several different spells that will place their respective curses on an enemy. The caster can not place more than one curse on an enemy. If multiple are cast, the last one takes precedence. For instance a Warlock can caste "Curse of Torment" on one target. This same Warlock then casts "Curse of Fumbles" on the same target. "Curse of Torment" is replaced with "Curse of Fumbles." The only way to have more than one curse on a single target is if each curse was cast by a different caster.

Curses are harder to remove than...

b. Magical: Magical buff/debuffs can be removed relatively simply compared to others.

c. Poison: Normally cast by rogues, these debuffs cannot always be removed by the same abilities that remove magical debuffs/buffs.

d. Disease: The most difficult debuff to remove. It will require a potion or a very specific ability.

e. Blessing The beneficial flip side of curses. A single character can cast many types of blessings, but cannot place more than one blessing on an individual target. Last blessing cast replaces the previous buff.

f. Persistent buffs/debuffs that cannot be removed in anyway. These will normally have a short duration, such as the "afterburn" of a firespell.

g. Aura-effect Aura effects are buff/debuffs that cannot be removed and persist as long as the Aura-source is present. The most common Aura Source is a paladin Aura.

2. Modes Some classes can switch between two or more mutually exclusive modes. Characters can change mode once per round and will still be able to perform one other action. Modes fall into three categories.

a. Aura-source Paladins and Warlocks have auras. Auras place aura-effect buffs/debuffs on other characters. They cannot be removed as long as the Aura is present.

b. Forms Druids and Warlocks can change shape. They will gain modifications and access to certain abilities when they do.

c. Combat Style Warriors, Rogues, and Rangers can all change between modes that modify their combat abilities and make available certain abilities.

3. Spell Damage spell damage normally depends on the WIL of the caster. Certian spells have a chance to hit -just like normal melee strike- that depends on INT.

c. Direct Damage These are normally "bolts" of something that can be defended against with armor, dodge, or block just as if it was melee attack or a ranged attack. Damage reductions works the exact same way. The chance to hit is based on the caster's INT. The damage is based on the caster's WIL.

b. DOT Damage over time. This is a debuff that deals damage each round until removed or expired.

c. DDOT Diminishing damaging over time. This is a debuff that usually follows a direct damage spell. Ddot normally have a short duration and will continue to deal a fraction of the initial damage dealt (after it is reduced by armor). The first round might deal an addition 20%, then the next round 10% and disappear on the third.

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