Shield Priority
Posted: Tue Aug 23, 2011 5:17 pm
This is a continuation of this discussion: http://forums.te4.org/viewtopic.php?f=42&t=24800 But I'll summarize for those who are lazy. ^_^
I've made a skeleton archmage w/ the intent of heavily depending on shields to keep me alive. I discovered that the current priority of shields (the order in which they absorb damage) is very different from what I would expect and desire. The way it is right now, the priority is Disruption Shield > Damage Shield > Displacement Shield (there are many others, but I don't know anything about them to give recommendations on priority). This makes it so that damage shields are the only ones that I can actually use safely, and the others are just there as a stop-gap for when I am waithing for damage shields to cooldown. If instead that priority were: Displacement > Damage > Disruption, than it would actually be strategically viable to have more than one up at once.
Note: This seems to be a pretty easy change to make in the code (in "onTakeHit" in Actor.lua), but it's simply not how it is right.
What are people's thoughts?
I've made a skeleton archmage w/ the intent of heavily depending on shields to keep me alive. I discovered that the current priority of shields (the order in which they absorb damage) is very different from what I would expect and desire. The way it is right now, the priority is Disruption Shield > Damage Shield > Displacement Shield (there are many others, but I don't know anything about them to give recommendations on priority). This makes it so that damage shields are the only ones that I can actually use safely, and the others are just there as a stop-gap for when I am waithing for damage shields to cooldown. If instead that priority were: Displacement > Damage > Disruption, than it would actually be strategically viable to have more than one up at once.
Note: This seems to be a pretty easy change to make in the code (in "onTakeHit" in Actor.lua), but it's simply not how it is right.
What are people's thoughts?