Armor needs to be reworked. I want to kind of do this sooner then later to prevent a mess with the dodge formula.
RoKs armor pretty much granted dodge, and then a deflection chance. Someone with 110AC it would show you missing more constantly. I think it was meant to be an 'failed to pierce armor' message, but it made it hard to determine what was what.
The general idea is that '100AC' won't be the normal anymore. What I propose is the following:
1. AC will grant a base absorption to attacks. ROK already did this, but not on this sort of scale.
2. AC amounts will actually be different from heavy to cloth.
3. Maybe a chance to absorb 25/50/75/100 as well, not sure on the formula for this yet.
So far I have some stats here, when I say 'max' I mean the 'max' normal AC you could aquire, doesn't include quest items/etc.
Heavy 'Max' AC -- 100
Medium 'Max' AC -- 60
Light 'Max' AC -- 45
Cloth 'MAX' AC -- 30
This does not include spells obviously. So Sorcs would get pretty high AC, something like..:
Druid 'MAX' Ac -- 85
Sorc 'MAX' Ac -- 95
Ninja 'MAX' Ac -- 70 (+1 per level)
...
The formula right now is thrown in the air but I was thinking the base absorption would be AC * 0.25
So Heavy AC would get 25% reduction. Medium is 15%, Light is about 11.5%, and Cloth is 7.5%. This would be applied to every hit regardless of what happens.
The values to me are higher because you only have one character, I think they 'need to be' more valuable. We also give heavy armor a little jump but we'll see how it goes.
Monks are in between, they get about 17% reduction, but they'll have high dodge/hitrate, and lower damage. Kind of how they used to be, but AGI will be valuable for them.
---
For 25%/50%/75%/100%, I haven't come up with an idea yet, or if I should add this at all. Maybe you guys will have a say. If someone has an easy way to add this post here. The idea is that 'sometimes' you absorb 25 to 100, like ROK had. I think it can be based on the reduction somewhat, which would mean heavier AC might get more absorptions. I.E: Heavy AC gets 25% reduction. 25/.1 (10 percent) is 2.5%, that could be the 'blow glances off the armor 100% chance), etc etc.
Armor
Re: Armor
I'm kind of torn on this because I really want to keep this game as close to Rok as possible. We know it worked and the more we change the harder it's going to be to balance. However if we keep the partial blocks like Rok had and do a little absorb like you suggested I don't think it will throw things off too much. Keep in mind shields also had their own block chances as well if I remember correctly.
changing max ac values like u suggested should be easy since its really just changing what body armor counts are.
changing max ac values like u suggested should be easy since its really just changing what body armor counts are.
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Re: Armor
Looks good to me NH, let's test it out.
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.
Re: Armor
10% of Equipped Armor as a percentage for Armor absorb.
For example:
Guardians have 60AC Armor ==> 6%
Light is 45AC ==> 4.5%
Cloth is 30AC ==> 3%
In the case of monks, natural AC needs to be added too, as they don't have shields nor helms.
Stoneskin AC can also be included into this percentage. For example: 60AC + SS 20 AC ==> 80AC ==> 8%.
This triggers after dodge.
When it triggers, then have a uniform chance to trigger armor absorb in a uniform distribution for 25%, 50%, 75% and 100%.
Similar mechanic for shields and helms.
Since Shield and Helm have lower values, then do a 20%.
Example: Heaven shield (20AC) ==> 4%
Then roll a chance for 25%, 50%, 75% and 100%.
Example: Mask of Valest (19AC) ==> 3.8%
Then roll a chance for 25%, 50%, 75% and 100%.
---
This also gives another advantages to use full armor. For classes that do not use helm of shields some other tradeoff must be thought of in order to make up for this (Like dodge rate for example).
For example:
Guardians have 60AC Armor ==> 6%
Light is 45AC ==> 4.5%
Cloth is 30AC ==> 3%
In the case of monks, natural AC needs to be added too, as they don't have shields nor helms.
Stoneskin AC can also be included into this percentage. For example: 60AC + SS 20 AC ==> 80AC ==> 8%.
This triggers after dodge.
When it triggers, then have a uniform chance to trigger armor absorb in a uniform distribution for 25%, 50%, 75% and 100%.
Similar mechanic for shields and helms.
Since Shield and Helm have lower values, then do a 20%.
Example: Heaven shield (20AC) ==> 4%
Then roll a chance for 25%, 50%, 75% and 100%.
Example: Mask of Valest (19AC) ==> 3.8%
Then roll a chance for 25%, 50%, 75% and 100%.
---
This also gives another advantages to use full armor. For classes that do not use helm of shields some other tradeoff must be thought of in order to make up for this (Like dodge rate for example).
Re: Armor
Lateralus wrote:I'm kind of torn on this because I really want to keep this game as close to Rok as possible. We know it worked and the more we change the harder it's going to be to balance. However if we keep the partial blocks like Rok had and do a little absorb like you suggested I don't think it will throw things off too much. Keep in mind shields also had their own block chances as well if I remember correctly.
changing max ac values like u suggested should be easy since its really just changing what body armor counts are.
We all want the game to be as close as possible to Kaos. However there were some mechanics that were broken or brought no class/race variety as they were so (at least in my opinion) so they need to be slightly improved upon.
Re: Armor
Yue wrote:We all want the game to be as close as possible to Kaos.
I don't. Starting out ROKlike as a base is fine, but I would love to see Ember Online evolve into its own entity with its own mechanics, not stay a paint-by-number ROK clone.
As for armor, I don't have a preference. That's a numbers thing, and therefore, it confuses me.
Heave ho, thieves and beggars, never shall we die...
Mahariel | 25 Brigand
Starlyte | 20 Cleric
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Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Re: Armor
Satsujin wrote:
As for armor, I don't have a preference. That's a numbers thing, and therefore, it confuses me.
Thoth, the original creator of the video game.
Also....Thoth = Byr
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Also....Thoth = Byr
Re: Armor
Is it possible to lower dodge chance for heavier classes? For example maybe for heavy armor your dodge will be equal to the Base/Agi/Modifiers/etc reduced by 10%.
So for example let's say that dodge is calculated as (agi / 2)% + base 5% chance + racial bonus (if any) + class bonus (if any) for their dodge %. And in this example let's say that we have a Drow monk with 22 agi + 2% racial bonus + 20% class bonus + 5% base you would end up with 38% raw dodge chance. Now let's say that monks wear light armor, light armor has no loss to dodge. So the monk would have a 38% raw dodge chance.
As another example we could take a Half Elf Paladin. Let's say that we have 21 agi (round up instead of truncating the decimal) + 5% class bonus +5% base and we could have 21% raw dodge chance. But then they would lose 10% dodge chance due to heavy armor (5% for medium, 0% for light) so they wind up with 11% raw dodge chance. But then they also have much higher absorption, and most likely much higher health than the drow monk above.
Or it could be a % of the character's AC value itself.
So for example let's say that dodge is calculated as (agi / 2)% + base 5% chance + racial bonus (if any) + class bonus (if any) for their dodge %. And in this example let's say that we have a Drow monk with 22 agi + 2% racial bonus + 20% class bonus + 5% base you would end up with 38% raw dodge chance. Now let's say that monks wear light armor, light armor has no loss to dodge. So the monk would have a 38% raw dodge chance.
As another example we could take a Half Elf Paladin. Let's say that we have 21 agi (round up instead of truncating the decimal) + 5% class bonus +5% base and we could have 21% raw dodge chance. But then they would lose 10% dodge chance due to heavy armor (5% for medium, 0% for light) so they wind up with 11% raw dodge chance. But then they also have much higher absorption, and most likely much higher health than the drow monk above.
Or it could be a % of the character's AC value itself.
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