Arterra
06-07-2011, 10:53 AM
It's about time we added more factors to damage, if at least to improve on tactical gameplay (which seems to be our current angle).
since there is still no word at all on elemental weakness, like ice to fire or damage to undead by heal, maybe instead of unbalancing classes we can start with weapon types.
Damage types:
Cut
Pierce
Smash
Elemental
Dark
Armor types:
Light/cloth
Medium/leather
Heavy/plate
Enchanted
Blessed
Matchups, the most important part:
Cut damage
+cloth
=leather
-plate
Pierce damage
-cloth
+leather
=plate
Smash damage
=cloth
-leather
+plate
As for elemental and darkness, they follow their own pattern style... Here is a demonstration
Elemental damage
(+ normal armors)
-enchanted
=blessed
+cursed
Dark damage
(+normal armors)
+ enchanted
- Blessed
= cursed
As you can see, Blessed armors take the cake in terms of magical damage. However, that means they must have little to no physical ability, leaving it in the realm of either cloth armors or end game elite dungeon spawn monster drop awesome item.
Mind you, this is inspiration from lots of other games combined, and a hint of boredom.
Definetly too complex to implement as is in PL, but just looking for general feedback on power triangles and more radical damage power formula like a overpowered but weak type.
since there is still no word at all on elemental weakness, like ice to fire or damage to undead by heal, maybe instead of unbalancing classes we can start with weapon types.
Damage types:
Cut
Pierce
Smash
Elemental
Dark
Armor types:
Light/cloth
Medium/leather
Heavy/plate
Enchanted
Blessed
Matchups, the most important part:
Cut damage
+cloth
=leather
-plate
Pierce damage
-cloth
+leather
=plate
Smash damage
=cloth
-leather
+plate
As for elemental and darkness, they follow their own pattern style... Here is a demonstration
Elemental damage
(+ normal armors)
-enchanted
=blessed
+cursed
Dark damage
(+normal armors)
+ enchanted
- Blessed
= cursed
As you can see, Blessed armors take the cake in terms of magical damage. However, that means they must have little to no physical ability, leaving it in the realm of either cloth armors or end game elite dungeon spawn monster drop awesome item.
Mind you, this is inspiration from lots of other games combined, and a hint of boredom.
Definetly too complex to implement as is in PL, but just looking for general feedback on power triangles and more radical damage power formula like a overpowered but weak type.