Armor

What should we do with AC

Poll ended at Sun May 08, 2016 3:34 am

New Style (as below)
1
13%
New Style with 25%/50%/75%/100% absorption rates
6
75%
Old Style
0
No votes
Other
1
13%
 
Total votes: 8
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NiteHawk
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Re: Armor

Postby NiteHawk » Sat May 07, 2016 3:38 am

At the moment when you get a successful absorption roll, it randomly picks 25, 50, 75, or 100 to absorb. Does that sound fine?

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Mujahideen
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Re: Armor

Postby Mujahideen » Sat May 07, 2016 4:18 am

NiteHawk wrote:At the moment when you get a successful absorption roll, it randomly picks 25, 50, 75, or 100 to absorb. Does that sound fine?


Makes sense and sounds relatively easy to code.
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.

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NiteHawk
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Re: Armor

Postby NiteHawk » Sat May 07, 2016 9:10 am

Okay so heres how it works.

You automatically get damage negated for having armor on. The formula might need to be raised or lowered, but currently you negate 25% of your total armor, percentage wise. I.E. you have 50 armor on, 50*.25 (25%) = 12.5% damage negated on any attack towards you. This number can be lowered or raised in the future.

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If an attack goes through. The following happens.

You get a chance to absorb damage based on your armor. The chance of absorption is 10% of your helmet ac PLUS armor ac. So if you have 80 armor with your helmet and armor combined, your chance of absorption is 8%.

You get a chance to deflect damage based on your shield. The chance of deflection is 25% of your shield ac. So if you have 20 armor with a shield, your chance of deflection is 5%.

If successful, roll for damage removal. Either 25%, 50%, 75%, or 100% damage removed, random roll.

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This gives shield some more use too if they are a little more important. I intend on giving some benefits so that shield and dual wielding actually have good reasons for both to use.

I apologize if its confusing, explaining has never been my strong suit. It is a very simple system though overall.

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I am aiming to have all these variables that effect attack and dodge in a configuration file so I can adjust them very fast in game. I feel these changes will help balance the brute force characters to be a bit more useful vs everyone just running around in assassins. Every class should have its plus and negatives.

alvarlux
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Re: Armor

Postby alvarlux » Sat May 07, 2016 12:32 pm

So shield AC is currently only for calculating deflection chance? Not sure when you mentioned the negation formula for total armor if that was full AC value or just your body armor...

I don't remember how it used to work - does deflection negate a portion or all the damage?

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NiteHawk
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Re: Armor

Postby NiteHawk » Sat May 07, 2016 12:39 pm

alvarlux wrote:So shield AC is currently only for calculating deflection chance? Not sure when you mentioned the negation formula for total armor if that was full AC value or just your body armor...

I don't remember how it used to work - does deflection negate a portion or all the damage?


deflection was just another roll chance to actually block 25/50/75/100% as well I believe.

Negation is for any armor piece, including shield. Rok had one similar, just wasn't working so well. (I.E: maxed out negation after 50 AC or something low like that.)


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