Krzychu_ks Posted October 12, 2009 Share Posted October 12, 2009 Ok so I had an idea to rawork the armor system in the game.The point is to make the armor give a set chance of complete nivelation of damage taken. It could be accompained with a recoil effect like the strike was blocked.So if you are wearing an armor with 65 AP and get hit you have a 65% chance of the armor taking the full damage and recoiling the enemy and 35% chance of taking the full damage on your chest. The vanilla 85 AP cap is not needed. Is this kind of rework technically possible?P.S. Sorry for my English Link to comment Share on other sites More sharing options...
Pronam Posted October 12, 2009 Share Posted October 12, 2009 Welcome to the nexusforums, Krzychu_ks. It's possible.But rethink that if you would get beyond 85, you get near not being hit at all..you know.. so you'll still need the cap.As 100 AP now means you won't get hurt, but the 100% chance not to get hit you propose is exactly the same :).They've put it there for a good reason, they've weighed it before and 85 seems to balance out the game and prevent ruining the experience for the long run.. Link to comment Share on other sites More sharing options...
grmblf Posted October 12, 2009 Share Posted October 12, 2009 It is an interesting idea, a complete overhaul on the armor sytem, indeed. A max AR cap isn't needed as long as the hits you avoid are dealt entirely to the armour. So you wear a full plate mail armor with 110 AR, you won't get even a chance to get hurt until the armor is a bit damaged, but if you don't block your armor is gonna deteriorate faster than it'd do with vanilla system (because the health you don't loose is the health your armor is loosing). I think that's balanced. But to be effective you'd need to discount the whole damage from the armor health without skill or armor modifiers, only damage versus health. Anyway I don't know if that's the OP idea, it's just a thought of mine. @ Pronam: I'm glad to see how clearly you've seen it's feasible. I really can't think of a way to 'redirect' the damage from the player to the armor, first because I'm not sure if the player is going to die in a frame with negative health, and second because I haven't find a way to damage inventory items such as armor pieces, so if you know some workaround for this probably I'm taking the challenge, or at least I'd give it a try. Link to comment Share on other sites More sharing options...
Pronam Posted October 13, 2009 Share Posted October 13, 2009 Go ahead, I didn't take it. It is a challenge indeed.and second because I haven't find a way to damage inventory items such as armor piecesModEquippedCurrentHealth We got the damage formula here. Now why is that last one relevant? One possibility is too stretch the armor limit to the top and always block the full damage upon hit. Why? That way you can decide how much damage is done. Now we've gone from impossible to possible...it is like with the lights, a long list..but not that utterly long again. It would require a decent use of algebra to constantly check the factors. (GetArmorRating)So you're actually changing the factor of damage at all, without deleting damage. The pain lies in what delay there is and how it could be avoided. Abilities might be the possibility to put the script in, but again...how fast will it respond. If it is possible isn't the question, but how realistic. But this is my first view, there may be easier ways to do it. Link to comment Share on other sites More sharing options...
grmblf Posted October 13, 2009 Share Posted October 13, 2009 Go ahead, I didn't take it. It is a challenge indeed.and second because I haven't find a way to damage inventory items such as armor piecesModEquippedCurrentHealth We got the damage formula here. Now why is that last one relevant? One possibility is too stretch the armor limit to the top and always block the full damage upon hit. Why? That way you can decide how much damage is done. Now we've gone from impossible to possible...it is like with the lights, a long list..but not that utterly long again. It would require a decent use of algebra to constantly check the factors. (GetArmorRating)So you're actually changing the factor of damage at all, without deleting damage. The pain lies in what delay there is and how it could be avoided. Abilities might be the possibility to put the script in, but again...how fast will it respond. If it is possible isn't the question, but how realistic. But this is my first view, there may be easier ways to do it.I'm sry pal my english is pretty limited and I don't get what you mean, neither I get how can you "block the full damage upon the hit". Of course it would require some constant check for getArmorRating, but if that value is affected by the armor health only a few calcs should be done. My thought was:a loop checks when the player is being hit (looses health)then check getArmorRating and perform a randompercentif the hit is for the armor we restore proportional health to the player and damage the armor proportionaly (using getArmorRating)else vice versa (damage more the player and restore a bit of health of the armor) The problem probably will be finding out wich piece of armor has been hit and damaged (if player can survive a frame with 0 health or less). Link to comment Share on other sites More sharing options...
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