Disclaimer: Views are of the blogger's own and does not (necessarily) reflect actual common-sense.

Tuesday 8 May 2018

Winter's Requiem [冬の鎮魂曲] Pt I

John is definitely not on some ganja. Ganja is bad for you. Says not John, but imam Zul. Imam Zul was promoted (?) to minister in charge of Muslim Affairs, but John swears he's not responsible for this Total Recall. At the same time, John is not responsible for this because John would never smoke ganja.

What this label will be all about...
John has nothing better to do. Therefore, he decides to copy and paste some of his gaming design ideas. All for the sake of trying to get Sakaguchi "when will his next story arrive?" Hironobu's attention.


Okay, Sakaguchi never sanctioned the scene. In fact, he already left Square Enix in 2003.
#realnews #notfake news.

Controller interface

Left analogue stick: Character movement (DualShock/Xbox One/Joy-Con)
Right analogue stick: Camera zoom (DualShock/Xbox One/Joy-Con)
D-pad: Inventory browsing [press any directional button to open the inventory] (DualShock/Xbox One/Joy-Con)

Triangle/Square/Cross/Circle (DualShock); Y/X/A/B (Xbox One); X/Y/B/A (Joy-Con): Select inventory item for usage

Triangle (DualShock)/Y (Xbox One)/X (Joy-Con): Standard attack (hold down the button for heavy attack)
Square (DualShock)/X (Xbox One)/Y (Joy-Con): Parry (hold down the button to adopt parrying stance; your character cannot move while in this stance)
Cross (DualShock)/A (Xbox One)/B (Joy-Con): Drive (a move unique to the character used)
Circle (DualShock)/B (Xbox One)/A (Joy-Con): Dodge/Block (hold down the button to dash)
L2 (DualShock)/LT (Xbox One)/L (Joy-Con): Thaumaturgy
R2 (DualShock)/RT (Xbox One)/R (Joy-Con): Metallurgy
L2+R2 (DualShock)/LT+RT (Xbox One)/L+R (Joy-Con): Overdrive

Primary parameters
Every character (both PC and NPC) has his/her own stats known as parameters. Parameters are classified into two types. Namely, primary and secondary. There are four types of primary parameters:
Strength, Dexterity, Wit, and Resolve.

Secondary parameters for any character are affected by the primary parameters. However, this only applies to increment per level. Therefore, a character's starting secondary parameters may not reflect his/her primary parameters. Rather, the primary parameters indicate how much the secondary parameters will increase per level up. There are twelve types of secondary parameters:
Base Damage, Maximum Hit Points, Physical Resistance, Movement Speed, Attacking Speed, Critical Hit Chance, Maximum Focus, Critical Damage, Focus Usage, Magic Duration, Magic Resistance, and Critical Effect.

Below is the list of primary parameters and how the secondary parameters are affected per level up.

Strength: Affects Base Damage (+1% per point above the score of 4 whenever levelling up), Maximum Hit Points (+2% per point whenever levelling up), and Physical Resistance (+1% per point above the score of 4 whenever levelling up)

Dexterity: Affects Movement Speed (+1% per point whenever levelling up), Attacking Speed (+1% per point whenever levelling up), and Critical Hit Chance (+2% per point above the score of 4 whenever levelling up)

Wit: Affects Maximum Focus (+2% per point whenever levelling up) and Critical Damage (+2% per point above the score of 4 whenever levelling up)

Resolve: Affects Focus Usage (-1% per point), Magic Duration (+1% per point whenever levelling up), Magic Resistance (+1% per point whenever levelling up), and Critical Effect (+1% per point above the score of 4 whenever levelling up)

Note: Magic effects consist of both thaumaturgy and metallurgy. Damage dealt via the usage of metallurgy is counted as physical, but will deal the full damage against demons.

What secondary parameters do
Base Damage: Indicates the lowest possible amount of damage the character can deal. This only affects weapon damage.

Maximum Hit Points: Indicates how much damage the character can take before being defeated. Also affects the maximum amount of temporary hit points the character can gain.

Physical Resistance: Indicates how much any physical control effect can be reduced in terms of duration. Physical control effects are listed as dazed, repelled, slow, bleeding, and poisoned. Not applicable to physical control effects caused by any thaumaturgy power.

Movement Speed: Indicates how fast the character can move, be it dashing or walking.

Attacking Speed: Indicates how fast the character can attack with his/her weapon(s) based on its weight (i.e. every weapon has its own weight).

Critical Hit Chance: Indicates the character's chance of dealing critical damage instead of the normal damage range. The percentage chance is based on the target's maximum hit points. Only applicable to weapon damage.

Maximum Focus: Indicates the maximum capacity of the character's Focus gauge. So long the Focus gauge remains above 50%, the character gains 10% bonus in all damage dealt.

Critical Damage: Indicates the amount of damage caused by a critical hit. Critical damage range is between 150% to 250% of damage dealt otherwise. Only applicable to weapon damage. Critical damage caused by any physical control attack will instead cause a more powerful version of the effect. Dazed is converted to stunned, repelled is converted to prone, slow is converted to immobilised, bleeding is converted haemorrhage, and poison is converted to debilitation.

Focus Usage: Indicates how slow the Focus gauge depletes during combat. So long the Focus gauge remains above 50%, the character gains 10% bonus in all damage dealt.

Magic Resistance: Indicates the character's resistance to damage and control effect caused by any thaumaturgy power. Damage resistance is calculated by the amount while control effect resistance is calculated by the duration.

Critical Effect: Indicates the character's chance of dealing a critical effect via thaumaturgy and metallurgy. A critical effect also indicates damage (for thaumaturgy) and duration (for thaumaturgy and metallurgy) equivalent to twice the character's critical effect chance. Not applicable to weapon damage unless otherwise stated.

More details
Focus gauge will always start off at 100% at the start of any combat. Whenever a character hit an opponent or gets hit, the Focus gauge will be reduced by a small amount. However, the Focus gauge will automatically refill if no hits are being dealt, be it by the opponent or the character. Note that Focus gauge is applicable to both PCs and NPCs.

Duration of magic effect has two aspects. Namely, thaumaturgy and metallurgy. Thaumaturgy effects last for a shorter duration while metallurgy effects last for a longer period.

Inventory space is capped at 20 slots. Each piece of loot/item can take up anywhere from one slot to four slots. So consider carefully what to carry and what to throw. At the same time, non-potion inventory items have an expiry date where said items cannot be used (or sold) once they reach their respective expiry dates. However, you can increase the total inventory slots by having allies in your group.

Next up: John doesn't know. Seriously.

P.S: John came across a couple of articles. John decided to demonstrate why (and how) the dark fantasy genre can be a force for good and the light. Be warned, mature content below/ahead. Definitely rated NC16, definitely not for the mentally immature.










Final P.S: Just a couple of songs below/ahead.




Edit: Forgot to add this one.

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