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2004/12/09, 06:06, Slaanesh: | |
This is the gayest thread ever! |
2004/12/09, 11:32, Morr: | |
Because I started like 0900 hrs and never finished my post.
The point is: We got physical and mental damage types. Physical protection can be achieved by wearing armour and/or spells like barkskin (and some living things can have extra protection due to their skin or fur or such). Mental protection is actually something natural depending on the wil of the target and on its genes so dwarves are better protected than the rest. Mental protection can also be upped by certain spells. The problem here, and why I started this thread was to inform about the changes we are going probably to do in order to balance the mental damage and protection. Up to now: - you can sacred ward and this will protect you from mental damage - you have also some natural protection but was not taken into account at all. In future (what we would like to code): - mental protection will act like physical meaning the same calculations will be applied here too. - If you have a natural protection of say 20% and a spell that ups it by 50% your sum of 70% will be of course normalized (formula secret :=) but say it will be like 50% - Like physical damage every protection will has a maximum amount of damage that it can protect, this 'upto' was right now in both protection types 'additive' in future it will work as it was planned from the beginning on: it will be normalized. - Thus if you have a natural upto of 10 and a spell upto of 12. Your upto will be, let us say... 15 (formula secret :=) - Some spells will be probably also changed so that their information about the protection (mental or absorb) will also be shown in your stats. Summary: Spells like 'soul burn', 'banishmen', 'choke' will probably be affected suddenly and do less damage, they were intended to be so btw. Generally spells like 'pyre' 'hail of rocks' that actually were doing physical damage and got therefore absorbed therefore were useless will start doing probably more damage due to the upto changes. As an overall when we are finished by testing->coding->testing expect also some changes in the spell costs and casting times :) Why I wrote this? I am asking you to participate to test all the changes, testmud open times will be announced soon. And please put your 'constructive ideas here' (please dont try to flame anything, not here). /Morr master of the Underworld |
2004/12/09, 11:38, Ulric: | |
Ok here goes my idea for this:
When a physical spell is cast: There should be made a roll how much damage went onto armour (like 25-75%). Then a part of this amount can be absorbed by armours % and upto. The condition of the armour should be lowered by the absorbed amount of damage points. The rest of the damage should go unabsorbed. |
2004/12/09, 11:56, Morr: | |
Well there are some spells already having a hard-coded absorb %. But yes I believe what you saying could be also made part of the general formula.
I think spell thingy will be tackled as a last step from the point of view of this thread at least :) |
2004/12/13, 22:07, Kiith: | |
I for one think magical spells that target the persons minds or souls etc should ignore armour on the basis thats not what they are targetting but rather bypassing and going for the person themselves.
OR Armour which offers magical protection (hexagramic underpants?) reducing damage accordingly but physical attack spells being unaffected by such protections would still be reduced by mundane armour? |
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