2/25/19

Tank

Back in the early days, RPG Maker meant big flashy skills.  Obviously, I didn't get anywhere.

One day, I decided to jump into Warcraft around the launch of Lich King.  I started as a Rogue as my brother had a PVP guild, but the heals from damage and the pet aspect of the Death Knight would make this my main in the future.  Talent trees were soon upgraded from points here and there to points under designated roles, which translated into a Blood Tank and two DPS.  I feared being a Tank since it looked like a big responsibility, but eventually, the Dungeon Finder's queue and the Blood DK's self-healing won me over.

For those that don't know what a Tank is, they are the characters made to take punishment so other characters don't have to.  This translates to two parts:  the Tank must draw attention away from the other players, and the Tank must live long enough to do so again.  For the second part, a Tank can increase their defense, but they can also increase or regain their health and even dodge the attack they're supposed to get.

When I tried doing The Fates We Weave, Tanking was one of the systems I set up.  I set up a custom formula and an altered target-rating system to alter the damage so that those who guarded were more likely to get hit and would alter the damage between them and the party.  This was more obvious when fighting against the Boss, who had a powerful AoE spell that could be greatly reduced when one person was guarding.  Though the custom formula it was in did take up much of the formula space.
In my new project, I transferred the Battle System from the Vore DBS Demo.  That Battle System is a rewrite of the targeting methods that changes the group depending on whether they have the Vore state or not.  Last night was a decision to add Tanking back into the mix, but instead of using a formula, I added new tags onto skills; those marked could change the groups, either to include them or exclude them.  In addition, I also added a tag to alter the damage that those Guarding would receiving from said skills (and found out that there is a parameter for adjusting the guard value).

I am using Dodge instead of Defend for my project due to having bondage states determining the use of hands and feet.  However, both Dodge and Defend would count as "Guarding", with Defend cutting damage in half and Dodge getting full damage but boosting Evasion.  I also plan to have more skills that can add various levels of Guarding, especially as one of the characters specialize in shield moves.

Also, I might clean up some code and upload a "Tanking" script.  Before I do that, I also want to add on a few more notetags.  Positional cannons are one of the few things that come to mind.

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