I would think that it should be both actually. Both moving twice for every character and impossible to fire apells or long/crossbows while moving. This can be the advantage of sidearms, that they can be fired on the move
A nerf in mana lightning is not particularly necessary, seeimg as I have almost no use for FP amyway
I had forgotten about this, but I intend to end duels by default if one of the contenders is inactive for a whole week. Unless they have notified me before about any prolonged absence, of course. Any objections before I add that rule? (I'll let maybe a few days to nousername to react since I haven't announced this yet)
I'm just bumping this post if it will be needed, good that you posted I forgot about this game and wanted to join before (and still want). Heading to character creation thread.
@HahiHa I just wanna point out that mana vs fp is very unbalanced in your game when we look at two skills:
mana lightning - for 100 mana I will loose 50 (or more due to modificators) hp, mp and fp. But for using a skill Headshot for 80 fp I will have only 70% chance (and what with evade chance?) for dealing not too much damage. How much is 3x a shot of crossbow at distance 2? I've read it before 70% to crit and not 70% to hit so I was thinking about max roll x3. IMO mana lightning shouldn't take fp and also it shouldn't be possible to use it in the first round. In that fight if @Doombreed starts with it and hits I'm done. Only drinking potions and concentrating is what's left for my gladiator, but the gained disadvantage will be impossible to overturn :-/
The point was that mana lightning drains all of one's mana, which for a mage centered character is a liability. However, it's true that with his high mana regeneration plus potions and concentrate, Doom was able to recuperate rather quickly in his last match.
As for Headshot, with your stats a crossbow at range 2 and triple damage would do 47 (edit: 50 with your elf bonus) damage. So at least damage potential for HP is comparable. But maybe I can nerf the damage Mana Lightning does to (MP and) FP a bit, like doing a quarter point per mana instead of half a point. So with 100 mana and no modificator, you would lose 50 HP, 25 MP and 25 FP. Should we try that? @Doombreed your opinion?
Yeah - we are testing things and it's like alfa version. Nerfs and buffs will be needed for sure. 80 FP for 50 damage? I saw 35 damage for 13 MP when leafing through the last battle. I mean that's a good trade. Even if it had less than 70% of hitting it was like 15-35 damage and Headshot is 0 or 50 (not even counting on having an opportunity to move back). But whatever, RNG hates me so I've got like 5% chance of winning anyway xD
Edit: oh right and I won't be able to cast it with 75 fp - so the concentrate will be on next round. That's GG even with that nerf.
I update the stats of the one character currently playing, not of both in the same post. You also didn't get attacked a second time by the familiar yet; this is coming next when it's Doom's turn. You'll see how it works after a few turns
You will get your regenerated points at the beginning of your turn/action. That means that it is calculated before any ability costs. For example, if you are at 100 MP and cast a regular elemental spell (15 MP), you will end your turn at 85 MP (100 +0 -15), because you were already at max MP. But if you are at 50 MP and cast a spell, you will first get the regeneration bonus (e.g. +16), so you'll end your turn at 51 MP (50 +16 -15).
It also means that if you know that you'll regenerate enough points in your turn, you can use an ability for which you currently lack the points. For example, with his +20 MP regen, Doom can technically cast a regular spell even at 0 MP because he'll end up at 5 MP anyway (0 +20 -15).