Non-physical mitigation with armor/defense
Posted: Sat Oct 12, 2013 9:13 pm
This thought chain was inspired by a few basic thoughts.
A: Very high armor and defense are rewarded very little. Most enemies lategame simply are walled by high Defense(60+) and high Armor(100~ with good Hardiness), enough so that continuing to boost it is nearly useless. For that matter, capped Armor Hardiness doesn't do much.
B: The top tier classes are, by and large, not armor or defense users. In fact, they're mostly mages or mind classes that go around armor and defense entirely. So, such a buff would even out the classes in general. The probable best physical class is Berserker or Wyrmic, and neither have big armor or defense focuses, either. The probable worst physical classes are Rogues, which have a heavy Defense focus, too.
As such, I find myself thinking that actually altering the basic mechanics of armor and defense to cover a little magical defenses would not actually be dangerous. Having it have the same amount of bonus against magic would be, but there's no reason that they couldn't have some impact on non-physical-strike skills.
Thoughts for implementation;
Armor: Grant Armor a (Armor/10) mitigation against magic, with the same Hardiness limit as the normal one. So, if you have 100 Armor/100% Hardiness, you can take 10 damage off any attack. If you have 100 Armor/30% Hardiness, you can take 10 damage off, or 30%, whichever's lower.
This is a rather low value, but it could be sweetened by coming in after resistances, not before. This would allow it to mitigate already heavily resisted attacks somewhat. Mostly good against DoTs and the like, obviously, and mostly focused on characters with AM Shield and such, but it is a bonus.
Armor/5 is also a possibility. Anything higher is probably dangerous to the game's current balance on both ends, and I wouldn't suggest it.
Defense: Grant a (Defense-Spellpower)*2.5%(capped at 50%) chance to, on a (non-archery...or maybe this could replace current Defense rules for Archery) projectile hitting you, deflect it one square away("(player)/(enemy) deflects the attack!"). This prevents Defense from constantly walling DoTs(Which is just silly), and most player mages will have an easy time of piercing the effect, simply by using area of effect spells.
It's a reasonably believable way to have Defense function against magic, without it constantly walling it all the time, and it works better for the player than enemies-which is good, as enemies dodging constantly is highly frustrating.
I had several other thoughts for this, but given the way that attacks are coded, I think integrating it into projectile code is the most sensible.
(Again, dodging your poisoning is silly. The armor idea would have this problem to a degree, but it's at least more sensible if you don't poke at the concept too hard. Dodging constantly damaging flames is a lot harder to rationalize than armoring it, and armoring against poisoning...well, at least you could argue that the armor mitigated how badly you were poisoned. Ignore that removing armor would make you poisoned worse. It's more[/] sensible, at least...)
So, any thoughts? I don't really feel strongly about this, but it was an interesting idea, so I thought I'd share.
A: Very high armor and defense are rewarded very little. Most enemies lategame simply are walled by high Defense(60+) and high Armor(100~ with good Hardiness), enough so that continuing to boost it is nearly useless. For that matter, capped Armor Hardiness doesn't do much.
B: The top tier classes are, by and large, not armor or defense users. In fact, they're mostly mages or mind classes that go around armor and defense entirely. So, such a buff would even out the classes in general. The probable best physical class is Berserker or Wyrmic, and neither have big armor or defense focuses, either. The probable worst physical classes are Rogues, which have a heavy Defense focus, too.
As such, I find myself thinking that actually altering the basic mechanics of armor and defense to cover a little magical defenses would not actually be dangerous. Having it have the same amount of bonus against magic would be, but there's no reason that they couldn't have some impact on non-physical-strike skills.
Thoughts for implementation;
Armor: Grant Armor a (Armor/10) mitigation against magic, with the same Hardiness limit as the normal one. So, if you have 100 Armor/100% Hardiness, you can take 10 damage off any attack. If you have 100 Armor/30% Hardiness, you can take 10 damage off, or 30%, whichever's lower.
This is a rather low value, but it could be sweetened by coming in after resistances, not before. This would allow it to mitigate already heavily resisted attacks somewhat. Mostly good against DoTs and the like, obviously, and mostly focused on characters with AM Shield and such, but it is a bonus.
Armor/5 is also a possibility. Anything higher is probably dangerous to the game's current balance on both ends, and I wouldn't suggest it.
Defense: Grant a (Defense-Spellpower)*2.5%(capped at 50%) chance to, on a (non-archery...or maybe this could replace current Defense rules for Archery) projectile hitting you, deflect it one square away("(player)/(enemy) deflects the attack!"). This prevents Defense from constantly walling DoTs(Which is just silly), and most player mages will have an easy time of piercing the effect, simply by using area of effect spells.
It's a reasonably believable way to have Defense function against magic, without it constantly walling it all the time, and it works better for the player than enemies-which is good, as enemies dodging constantly is highly frustrating.
I had several other thoughts for this, but given the way that attacks are coded, I think integrating it into projectile code is the most sensible.
(Again, dodging your poisoning is silly. The armor idea would have this problem to a degree, but it's at least more sensible if you don't poke at the concept too hard. Dodging constantly damaging flames is a lot harder to rationalize than armoring it, and armoring against poisoning...well, at least you could argue that the armor mitigated how badly you were poisoned. Ignore that removing armor would make you poisoned worse. It's more[/] sensible, at least...)
So, any thoughts? I don't really feel strongly about this, but it was an interesting idea, so I thought I'd share.