News
March 26, 2008
New Dev Journal for The Chronicles of Spellborn
The Chronicles of Spellborn has released its latest developer's journal, "Combat for Beginners." In this week's journal, the developers explore how the combat skill deck works within Spellborn, giving helpful hints to gamers to help them adapt to the unique and different Spellborn combat system with ease.
Gamedesign Journal: Combat For
Beginners
by El Drijver
Aiming, clicking: check. But the rest?
This document should give quick insight in all things related to spellborn
combat.
Please note that this is just an example on how to set-up one’s skilldeck.
Players are advised to adapt it at their own discretion.
Organizing Skilldeck
There’s nearly an unlimited amount of possibilities to arrange your
skilldeck. There is no ‘best’ arrangement, however, there is a ‘worst’
arrangement. This will be discussed later in the combo section.
The arrangement of your skilldeck is not something you’ll have sorted in 1 minute, especially at high level. It’s a process of finding what works best for your own style. I’ll try to explain some basic strategies in building your deck. For these strategies I’ll assume that all tiers and slots are available. (6 tiers, 5 slots/tier)
Type-arrangement
I think this will be the most used arrangement to start with, since it’s
fairly basic to pickup and doesn’t require specific knowledge of every skill.
The skilldeck is only viewed in columns, so on any tier, the same can be
expected from each slot. In the example below, the player will at all time know
that he can go from using slot 1 and 2 to slot 4 when ranged attacks are needed.
A setup could be:
- Column 1: Melee
- Column 2: Melee, with specialized buffs/debuffs
- Column 3: Magic attacks
- Column 4: Ranged attacks
- Column 5: Healing / Panic
Sequence-arrangement
This arrangement assumes more knowledge of individual skill and also
requires more thought. A player can set up to use 1 column for a certain string
of attacks, not necessarily combos, for a complete or partial sequence. For
example, the first column could contain a melee buff followed by a couple of
melee attacks and melee related heals so a player would only have to stick to
column 1 for a ‘complete’ package of melee combat.
Of course there are numerous variations, ordering by damage type or maybe even damage amount. It’s up to the player.
Working with combos
Adding combo’s to the skilldeck is also completely up to the player.
However, combo openers are the only thing that can really destroy your skilldeck
setup. This is because it’s not possible to use a combo opener when you’re
already in a combo string. If a single tier consists entirely of combo openers,
this will complete block you from doing any skills while the combo is active,
since all skills of that tier can’t be executed.
A tip is to put a combo finisher on a diagonal in your skilldeck, that way you always have an optional finisher at your disposal, this is called the “Hesselian diagonal’.
Numbers and factors
States
States are 3 factors, which allow players to add another dimension to their
tactics. Correctly manipulating your own as well as your targets’ states will
result in a more favorable outcome. The three states are Physique, Morale and
Concentration, affecting movement speed, damage output and resistance
respectively.
The states start at a default 0 and can be raised as well as lowered, resulting
in bonus or penalty for the associated effect.
Affinities
Your magic affinity determines your damage reduction for specific magic
types. It’s split up three ways in Rune, Soul and Spirit. Affinity is increased
by the attribute associated with it, these are Body, Focus and Mind
respectively.
Resistances
Resistance makes up the second part damage reduction players can achieve. It
reduces all damage from a certain attack type. These attack types are
distinguished as Melee, Ranged and Magic. Resistance is 0 by default, players
receive about 2% resistance for every type for drawing their weapon and thus
being ‘combat ready’. Resistance can be influenced by skills, sigils,
consumables and by the Concentration State, like mentioned above.
Basic Skill Characteristics
Associated Attribute:
In the above case it’s Focus (text is shown on mouse over), this means that
the skill benefits from having a high amount of Focus attribute points. The
higher the amount, the more damage the skill will do. This is the only effect of
the associated attribute on a skill.
Attack Types:
The attack type basically defines what kind of weapon is needed for the
attack, Melee, Ranged, or Magic. In case of Magic, no weapon is required. When
Disarmed, Melee attacks won’t work, Blind disables Ranged and Silenced disables
Magic attacks.
Magic Type:
This is the Damage type of the skill. It can be Rune, Spirit, Soul or None.
In the above screenshot, the magic type is Rune. This means the damage inflicted
with this attack is counted as Rune damage. This means it’s reduced by the Rune
Affinity of the target (as well as the Melee Resistance.)
Cooldown:
This is the cooldown time (in seconds) of the skill before it can be
re-used.
Choosing attribute points
Choosing which attribute points to increase when leveling up is fairly free
as well. Much can be said for different strategies. The most basic one is to
choose the attribute which most of your attacks are related to. Simply open your
skillbook and check what the majority of your skills are associated with.
That’s it for this “Combat for Beginners” Article !
See you next time !

Glink It