2.7 KiB
item_info ->
combos [strike, [R R Attack]] specs [spec [bonus amount, [r g b]]
Playthrough
constructs join game stats randomised
initial stash drops 6 skills 6 colours 6 specs
play first round basically duke it out
Colours
Red
Real world concepts Aggressive Apply Buffs Fast & Chaotic
Green
Healing Specialisation Defensive Purge buffs & debuffs
Blue
Fantasy concepts (magical) Aggressive & Defensive Apply Debuffs Slow & Reliable
Classes
Class names to be changed
Pure Red Nature
Pure Green Non-Violence
Pure Blue Destruction
Hybrid Red / Blue Chaos
Hybrid Red / Green Purity
Hybrid Blue / Green Technology
Skills
Basic Type
Attack Basic offensive skill - deal damage
Buff Base ally targetted skill - increase ally speed
Stun Base enemy disable - disable enemy for 2 rounds
Block Base self targetted defensive - reduced damage taken for 2 rounds
Debuff Base enemy debuff - reduce enemy speed
Attack Base
RR - Strike GG - Heal BB - Blast RG - Purify GB - Decay RB - Blast
Stun Base
RR - Strangle GG - Break BB - Ruin RG - Banish GB - Silence RB - Hex
Buff Base
RR - Empower GR - Triage BB - Absorb RG - Sustain GB - Amplify RB - Haste
Debuff Base
RR - Restrict GG - Purge BB - Curse RG - Slow GB - Siphon RB - Invert
Block Base
RR - Counter
GG - Reflect
BB - Electrify
RG - Intercept
GB - Life rename?
RB - Recharge
Advanced combos
Two ways of upgrading #1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos) #2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
T2 / T3 Combos
All current specs / items can be further combo'd into T2 and T3 versions
3 of same base => 1 upgraded tier
3 x T1 Red Damage Spec => T2 Red Damage Spec
3 x T2 Red Damage Spec => T3 Red Damage Spec
3 x T1 Strike => T2 Strike
3 x T2 Strike => T3 Strike
Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown Upgraded skills use the same speed formula as previously
Spec / Skill hybrid specs
Strike
2 x Red Damage + Strike => Strike damage bonus (crit?) 2 x Red Speed + Strike => Strike reduces enemy speed 2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
Heal
2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life 2 x Green Speed + Heal => Heal target gets bonus speed 2 x Green Life + Heal => Heal increases target's max hp for 2 turns
etc etc
30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated