Combined Damage Types
Posted: Thu Oct 24, 2013 11:46 pm
How would I go about making a damage type which combines two existing types?
Currently there are damage types like Dreamforge and Void which take the damage total and split it in half, but that's not what I'm looking for. Splitting the damage into two or more parts has some unintended consequences which I'd like to avoid.
Basically, for a combined damage type, I want:
- Attacker uses BEST boosts for any constituent elements.
- Defender uses WORST resistance against the attack.
- Specialized defenses like mental save to reduce Mind damage are calculated BEFORE choosing worst damage.
- All perks for inflicting that damage apply: if you inflict a 301 point critical of combined type "Darkness and Fire", that could trigger both Endless Woes and Elemental Surge. Prodigies should probably only apply once per round, so if you used a combined damage type Thunderburn ("Fire and Lightning") you'd at most get either the Fire or the Lightning perk from Elemental Surge.
- All perks apply for suffering the damage: if you have 70% fire resist and 0% mind resist, you will very likely use your Mind resistance when you suffer Dreamforge ("Fire and Mind") damage, but you will also get the Elemental Harmony perk for Fire. If you suffered Thunderburn damage, you'd get either the Fire or the Lightning perk, determined randomly.
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My design goals are:
Interesting effects aren't inherently suboptimal. Right now mono-focus on a single damage type is generally better than using split damage effects, except when you need split-damage effects to punch through a Bone Shield.
High-level effects can expand their average utility without raising max damage. With this sort of combined-damage effect, higher level spells could deal higher average damage without dealing higher max damage. This would mean resistance penetration would be less necessary on the whole, and allow other types of builds than mono-focus on a single damage type.
Damage flavor talents can become purely beneficial. Say you're a Wyrmic going big in the Venom Drake tree. It makes sense that Acid Spit would barely tickle a Venom Wyrm, but what about Dissolve? Why does your big sharp sword suddenly fail its sharpness check? With a combined damage type ("Acid and Physical"), the talent can ensure that the attacks it grants you are no worse than your regular physical attack would have been.
Obviously in the previous example, if your melee attack base damage type was Fire because you're using a magestaff or whatever, your combined damage type would be "Acid and Fire" rather than "Acid and Physical". This could allow a lot of awesome melee spells which I look forward to writing.
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Is something like this possible for the engine?
How much of an overhaul would be needed?
Thanks!
Currently there are damage types like Dreamforge and Void which take the damage total and split it in half, but that's not what I'm looking for. Splitting the damage into two or more parts has some unintended consequences which I'd like to avoid.
Basically, for a combined damage type, I want:
- Attacker uses BEST boosts for any constituent elements.
- Defender uses WORST resistance against the attack.
- Specialized defenses like mental save to reduce Mind damage are calculated BEFORE choosing worst damage.
- All perks for inflicting that damage apply: if you inflict a 301 point critical of combined type "Darkness and Fire", that could trigger both Endless Woes and Elemental Surge. Prodigies should probably only apply once per round, so if you used a combined damage type Thunderburn ("Fire and Lightning") you'd at most get either the Fire or the Lightning perk from Elemental Surge.
- All perks apply for suffering the damage: if you have 70% fire resist and 0% mind resist, you will very likely use your Mind resistance when you suffer Dreamforge ("Fire and Mind") damage, but you will also get the Elemental Harmony perk for Fire. If you suffered Thunderburn damage, you'd get either the Fire or the Lightning perk, determined randomly.
-----
My design goals are:
Interesting effects aren't inherently suboptimal. Right now mono-focus on a single damage type is generally better than using split damage effects, except when you need split-damage effects to punch through a Bone Shield.
High-level effects can expand their average utility without raising max damage. With this sort of combined-damage effect, higher level spells could deal higher average damage without dealing higher max damage. This would mean resistance penetration would be less necessary on the whole, and allow other types of builds than mono-focus on a single damage type.
Damage flavor talents can become purely beneficial. Say you're a Wyrmic going big in the Venom Drake tree. It makes sense that Acid Spit would barely tickle a Venom Wyrm, but what about Dissolve? Why does your big sharp sword suddenly fail its sharpness check? With a combined damage type ("Acid and Physical"), the talent can ensure that the attacks it grants you are no worse than your regular physical attack would have been.
Obviously in the previous example, if your melee attack base damage type was Fire because you're using a magestaff or whatever, your combined damage type would be "Acid and Fire" rather than "Acid and Physical". This could allow a lot of awesome melee spells which I look forward to writing.
-----
Is something like this possible for the engine?
How much of an overhaul would be needed?
Thanks!