SAO - Remastered
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» Progressing through game, bosses, raids
PVE, and monster mobs EmptySun Dec 05, 2021 11:01 am by Wilfred Locks

» economical system, and drop rate
PVE, and monster mobs EmptySat Dec 04, 2021 12:39 pm by Wilfred Locks

» Legendary/Artifact Tribemate’s Necklace
PVE, and monster mobs EmptyFri Dec 03, 2021 10:46 pm by Wilfred Locks

» Ash Ketchup Stats Page
PVE, and monster mobs EmptyFri Dec 03, 2021 10:26 pm by Wilfred Locks

» How it all works. *examples of the system in action*
PVE, and monster mobs EmptyWed Nov 03, 2021 11:05 pm by Wilfred Locks

» Title system
PVE, and monster mobs EmptyWed Nov 03, 2021 1:57 pm by Wilfred Locks

» ranged combat
PVE, and monster mobs EmptyTue Nov 02, 2021 11:11 pm by Wilfred Locks

» PVE, and monster mobs
PVE, and monster mobs EmptyTue Nov 02, 2021 7:59 pm by Wilfred Locks

» Ash Ketchup
PVE, and monster mobs EmptyTue Nov 02, 2021 6:54 pm by Wilfred Locks

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 PVE, and monster mobs

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Wilfred Locks
Beta Tester
Beta Tester
Wilfred Locks


Posts : 188
Join date : 2020-02-13

PVE, and monster mobs Empty
PostSubject: PVE, and monster mobs   PVE, and monster mobs EmptySat Jun 05, 2021 1:07 am

To simply put it. Enemies are varied in both ability, and intensity SAO remastered. Meaning That while their stat lines and abilities are known, they are designed in various ways to be both utilized  in many different scenarios, they could become hostile in even a simple social topic outside of town safe zones, and even call in back up if out numbered, or startled.

This is the bulk of An avatars journey, as enemies drop COR, items, grant experience, and even materials for you to craft, and upgrade, items, weapons, armor, and even food. While they are simple, NPC's are best to not be underestimated, especially as your avatar keeps climbing up.

When in a party things are manageable, but with each member  below 4. The NPC's will attempt to change tendencies by even observing, and attacking the weakest party member whether by level, or by health and DFR  remaining. When fighting solo is where things will get the most dangerous, as NPC's will utilize many tactics such as flanking, and even attempt to stop the user with various movement blocking methods.


Mob combat tendencies.


it is important to note even if powerful one could take great damage if caught unaware. When dealing with mobs the mob will have a designated mob boss. A slightly stronger enemy with a few more abilities, even potentially outside of their normal class. Slaying this boss will stun the rest of the mob for 1 post as they have just lost their leader, just like losing a general in the army,but like wise the mob members will attempt to protect their mob boss to best of their abilities.

detection ranges.

outside of filed bosses, floor bosses, and world bosses. Mobs have a set detection of 50 feet. This is modified further by certain skills, but their aggressive range is at 30 ft.  if Stealthed, this range is reduced to 15 feet, and aggressive range only procts if the  avatar attacks and hits, or is seen by the NPC. Mobs increase detection range by 10 feet per member, capping at 100 feet.

environment And NPC's

the environment is both an ally, and a tool, some NPC's cannot logically climb trees. like boars, while things like rocks obviously obscure vision. Throwing an NPC off cliffs that lack wings can initiate fall damage, but even the NPC's can do the same. If in A cave most enemies posess night sight, so a bright light can be effective in blinding and dazing the enemies. Be creative with your  environment.
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Wilfred Locks
Beta Tester
Beta Tester
Wilfred Locks


Posts : 188
Join date : 2020-02-13

PVE, and monster mobs Empty
PostSubject: Re: PVE, and monster mobs   PVE, and monster mobs EmptyTue Jun 15, 2021 3:26 am

NPC combat topics, and the player.

When initiating a topic, whether it is solo, training, or a quest, even group topics. The NPC are either controlled by an mod/admin level player, or if said mod/admin level player is not around, or unavailable. The creator of the topic will be the controller of the NPC's.

player controlled NPC's rules.

Note this is an very sensative job, and bias for personal/ self gain is not allowed. Whether for the player, and their allies/ their own character(s). This simply means that there are no held back strikes, or keeping a character alive even though an attack/spell hits.

These NPC posts are separate posts from the original controllers post. If multiple creatures are in the mob, each participant can control  up to 2 NPC's.  However, for compensation, any Word count gained when controlling NPC's will count to the respective controller's Total word count.


NPC's  actions, and dice.

when determining if an attack will be initiated or not, a dice will be rolled to determine if the attack will occur, or if the NPC will do nothing. (note this is only done when the NPC's are not controlled bya mod/Admin.) In the case of a mod/Admin controlling the NPC's their Actions are controlled like a normal character.
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Wilfred Locks
Beta Tester
Beta Tester
Wilfred Locks


Posts : 188
Join date : 2020-02-13

PVE, and monster mobs Empty
PostSubject: Re: PVE, and monster mobs   PVE, and monster mobs EmptyTue Nov 02, 2021 7:59 pm

Range

Some NPC's have and possess range capabilities which includes spells,bows/crossbows, abilities, and even throwing weapons.Note that like PC's the range is still affected by how far the avatar is to the NPC.

ACC rating greatly influences the EVR requirements to land an ranged attack, As they can easily be stepped and avoided if noticed. With ranged units unlike most melee units they tend to try go go into the background, or utilize stealth tactics to fire at the unsuspecting targets.(there are many other tactics to included and can be utilized.)

ranged combat (mobs, bosses)

this gets significantly more challenging when bossss with range capabilities come into play. As like wise they can shift and host an array of elite units with them that can do the same, caution is to be advised
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