Posted 23 June 2010 - 15:14
How about this:
Every success attack gets 1~2 HP lost.
If your damage = 1000, attack = 1000
Your target's armor = 500, HP = 100, defense = 500.
Than you will get a success hit, unless missed.
This cause your target lost 1HP, and he is still standing at the same location.
And you still can attack him again, unless he moves or HP reduced to zero.
When you missed your first attack, but your target hits you back and success, than you will lost you HP instead.
The SF now depends on "who click faster", and "who stand far away from healing point".
IF there is a chance that players can have enough HP to move out, then SF will becomes challenging and everyone have a chance to win.
HP, armor, defense, attack, and damage all need to put into concern. Not like now HP can skip and no need to think about it.
Or, we may set the SF joined level request to "item level request".(err... like FallenSword, huh~ ? :mrgreen: )
I think it is quite a nice function.
If item level request is 100~120. Then everyone who above these level only need to wear items within this level and can join SF.
Finally we will see level 118 player hits level 221 player...
But most important thing... how do we solve the gap of 100+ level's base stats ??
Don't know. Maybe someone will have better idea~~
Just my 2 cents.
(I'm not a PvP player...)