Non-physical mitigation with armor/defense

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HousePet
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Re: Non-physical mitigation with armor/defense

#16 Post by HousePet »

I agree that requiring the armour to have the relevant resist is a bit too far.

Not sure about ignoring armour hardiness in the calculation. We are trying to get this to be a benefit for those with high hardiness.
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Parcae2
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Re: Non-physical mitigation with armor/defense

#17 Post by Parcae2 »

It's a neat idea. The biggest problem with it that I can see is that it overlaps considerably with existing Stone Warden and Mindslayer talents.

HousePet
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Re: Non-physical mitigation with armor/defense

#18 Post by HousePet »

What Mindslayer talents?
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SageAcrin
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Re: Non-physical mitigation with armor/defense

#19 Post by SageAcrin »

There's no overlap, so long as the value is kept small. (That's also part of why I consider that important.)

Mindslayer shields are far more complex than this, and the one Stone Warden effect grants over 100% effective hardiness for its (temporary) effect. No real competition, there.

I'd say Antimagic Shield is closer, but it still functions fairly differently.

And yeah, that is an argument against using Saves, that exceptionally high Hardiness wouldn't be rewarded. Just throwing out ideas here.

Parcae2
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Re: Non-physical mitigation with armor/defense

#20 Post by Parcae2 »

There is a mindslayer talent that gives a percentage chance to deflect projectiles. Can't remember the name off-hand, but it's in a locked tree.

MalReynolds
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Re: Non-physical mitigation with armor/defense

#21 Post by MalReynolds »

The only two major types of damage that ignore armor are mind and arcane, right?

I think hardiness should increase more strongly with "Armor Training" level. In fact, I think it should go from 0% to 100%, instead of capping at some number. I mean, if you're wearing two suits of Plate Mail of the King, are you really going to feel anything up to 100 points? Antimagic shield cuts down everything up to your shield amount; why shouldn't LVL 5 Armor Training, and good armor, reach 100%?

And that increase should be dramatic for the 5th point in Armor Training. So hardiness max goes up as 7%, 15%, 30%, 60%, 100%. So the last point is pretty helpful.

I also agree that allowing massive armor's hardiness to be applied slightly to mind and arcane would be a good idea. So the portion of the arcane or mind damage that is susceptible to armor reduction could come from a table like this:

Code: Select all

Armor Training        Armor Type          Arcane%         Mind%
4                     Heavy                 0%              0%
4                     Massive              10%              5%
5                     Heavy                 5%              0%
5                     Massive              20%             10%
You could also significantly increase the change that Armor Training has on the chance of shrugging off criticals, and also adjust the shrug% by the Armor value and the armor type. (So with Armor Training = 5, you have a 25% chance of shrugging off; and if you wear massive armor at an armor value of 100 or something, you double that chance.) You may also allow Massive armor shrug-off to apply to arcane & mind.

HousePet
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Re: Non-physical mitigation with armor/defense

#22 Post by HousePet »

No damage type is specifically affected or bypasses armour.
Armour simply applies only to melee/ranged weapon attacks. Including things like a Faeros clawing you with fire damage.
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HousePet
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Re: Non-physical mitigation with armor/defense

#23 Post by HousePet »

My revised and typo corrected thoughts are now:
Damage reduced = min( damage*hardiness, k*armour*defender spell save/attacker spell power )
No requirement for armour to have a relevant resistance.
k = 0.1, + 0.1 (with Spectral Shield) + 0.5 (with that Stonewarden buff)
Potential for other talents/items to give more modifiers.
Spell save/power replaced with mind save/power (or even physical save/power) where sensible.
Preferably have damage over time debuffs bypass this.

Issues:
Another number and mechanic to track.
Some things might need rebalancing.

Benefits:
Armour more useful.
Spell save more useful.
My feedback meter decays into coding. Give me feedback and I make mods.

jinsediaoying
Wyrmic
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Re: Non-physical mitigation with armor/defense

#24 Post by jinsediaoying »

how about a new generic tree "Armor Training"?
t1:the original Armor Training
t2:convert x% of your armor into non-melee magical damage reduction(this shouldn't overlap with armor's melee reduction), this reduction value also restrict by your armor hardness.
t3:grant you some projectile avoid chance, which is scaled with your defence (probably a logarithm scale)
t4:allow you use x% of your spellsave throw against magic attacker's spellpower to avoid half of the damage (just like what happened on mind damage)

Atarlost
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Re: Non-physical mitigation with armor/defense

#25 Post by Atarlost »

jinsediaoying wrote:how about a new generic tree "Armor Training"?
t1:the original Armor Training
t2:convert x% of your armor into non-melee magical damage reduction(this shouldn't overlap with armor's melee reduction), this reduction value also restrict by your armor hardness.
t3:grant you some projectile avoid chance, which is scaled with your defence (probably a logarithm scale)
t4:allow you use x% of your spellsave throw against magic attacker's spellpower to avoid half of the damage (just like what happened on mind damage)
Anything that isn't free will fail to boost randomized NPCs properly since their talent selection is fairly haphazard.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

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