Veneer of invulnerability sounds hilarious. But I think that, in addition to the fear effect, the skill should probably give some effect actually making you that tough. It might make the skill too powerful, but it just seems kinda weird that a talent that does nothing but scare your enemies is in the Physical Conditioning tree. Perhaps adding knockback reduction and... Oh hey.
How about "Brick Wall" with the flavor text of: "Hitting you is more hopeless than hitting a brick wall." Add in a reduction of knockback from all sources to 1, and have any knockback attempt (whether resisted through other immunities or not) trigger the effect as well.
As for Rebound, how about Second Wind? Make the regen/etc the first part of the description, then "additionally" poisons etc, and the name may make sense.
Edit: noticed something, but you say 10% health before any reductions are applied, but aren't reductions normally applied before talent/crit multipliers? Will you make the engine calculate it separately without armor/resistance for the purpose of telling whether this talent would work? Or does it already do this internally, for unknown reasons?
Rewriting the Physical Conditioning Tree
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Re: Rewriting the Physical Conditioning Tree
I changed it a bit just to work with straight damage taken Talonj.
Also used Vitality for the first tier talent.
Also used Vitality for the first tier talent.
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- Sher'Tul
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Re: Rewriting the Physical Conditioning Tree
PS - Second Wind is already a talent name. ;)
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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Rewriting the Physical Conditioning Tree
Huh. Someone took my suggestion. Neat!
I thought second wind might have been a talent, but couldn't remember. Then I realized I might have been thinking of a different game, so I figured I'd say it anyway.
I thought second wind might have been a talent, but couldn't remember. Then I realized I might have been thinking of a different game, so I figured I'd say it anyway.
Re: Rewriting the Physical Conditioning Tree
What I get for skimming.. sorry for ignoring your question.Talonj wrote: Edit: noticed something, but you say 10% health before any reductions are applied, but aren't reductions normally applied before talent/crit multipliers? Will you make the engine calculate it separately without armor/resistance for the purpose of telling whether this talent would work? Or does it already do this internally, for unknown reasons?
The way this would have worked (and it did work till I decided it was to confusing for the player and just not as interesting) was that I would have called it after armor was checked and crit was returned, but before it was passed off to check for resistances or damage shields.
The order of resolution looks like this for melee.
check hit, check damage, check armor, check crit and other multipliers, check for +damage and resists, check for damage shields.