Each class will have different initial stats, And, if possible, each classes stat growth will differ from other classes.
Key: =: No advantage whatsoever _> _: first _ has advantage over second _ Weaknesses: Classes (PvP advantage given to player)
Magic>Physical
Elemental>Magic
Physical>Elemental
Weaknesses: Moves (This is taken from Pokemon) Electric>Water (Electric DMG + __)
Fire>Ice (Fire DMG + __) Fire>Grass (Fire DMG +__)
Grass>Water (Water DMG -__)
Ground>Fire (Ground DMG - __) Ice>Ground (Ground DMG -__) Water>Electric (Water DMG + __) Water>Fire (Water DMG +__) Water>Ground (Water DMG + __) |
HP should also be considered in this table. I have a few classes to add but I'm not sure exactly around what number initial stats are. Depends on calculations I suppose that would depend on battle calculations. Starting HP around 20ish? Stats around 10ish?
Classes to add:
Foundling - Starts weak at everything but can focus strengthening of any 1 skill
Thief - Fast with stealing and covert attack abilities
Paladin - Knight who can harness spirits with white energy
Tribal Hunter - Able to control animals and harness nature
Goon - What is lacked in intelligence is replaced by extreme physical force
The classes need to each have a weakness and advantage to achieve symmetry. We don't want everyone picking the same class.
For the main storyline, there won't be a choice of which class to use, but for Mt. Hildar that would make sense.
Maybe if you could choose one of the characters from your party to use at Mt. Hildar.
Ice was >nothing, so I added Ice>Ground.
Fire was > Ice AND Grass so I added Ground>Fire, if that makes sence.
We need symmetry.
yah... :P i couldn't think/walk/talk strait that day