DR Cap - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: DR Cap (/showthread.php?tid=2510) |
Re: DR Cap - MegaBlues - 05-10-2016 I think that for all percentage-based reductions, having them work in terms of the percentage of remaining damage would be best. So say you had two 20% resistance items, and then 10% DR from one thing, and then 5% DR from something else. If you took 500 damage, the 20% resistance would mean that you took 80% damage, and then another 20% resistance would mean that you took 64% of the damage, instead of an additive 60%. Then after defense/resistance hits, the DRs would activate again starting from 100%, so you would take 90%, then 85.5%. So for example, with the following amounts of resistance/DR and, say, 40 defense taking 500 damage, the current method would take .85[.6(500)-40] = 221 damage, while the suggested method would take (i apologize in advance) [(100-10)/100)]*[(100-5)/100)] * || { [(100-20/100)]*[(100-20)/100]*500} - 40 || = .855[.64(500)-40] = 239.4 damage. It's small, but the difference would become larger and larger the more resistances and DR is stacked. It would also help to prevent a complete immunity to one type of damage. Re: DR Cap - Autumn - 05-10-2016 "[url=http://www.neus-projects.net/viewtopic.php?p=13687#p13687 Wrote:Neus » Mon May 09, 2016 5:53 pm[/url]"]I don't think DR needs a cap. As I said earlier, even though it was about resists but they're very similar, if DR stacking can get too high then the instances of damage reduction should probably be reduced overall or made weaker/incompatible with each other. Very well, if you do not mind I will list 3 main problems in this thread, and some solutions that were discussed, in order to prevent these. Wraithguard Evasion Turtle Shell What do you think? Re: DR Cap - Rendar - 05-10-2016 That's what they do right now, Blues. At least, I'm pretty sure that's what they do right now. "[url=http://neus-projects.net/viewtopic.php?p=13687#p13687 Wrote:Neus » Mon May 09, 2016 6:53 pm[/url]"]I don't think DR needs a cap. As I said earlier, even though it was about resists but they're very similar, if DR stacking can get too high then the instances of damage reduction should probably be reduced overall or made weaker/incompatible with each other. To this end, I think that'd actually be a pretty decent change. Making Evasion, Dagger Dance, and it's god awful bonus trait that makes evasion better (but never procs) would make it better. Having Wraithguard be worse off if you're not main-classed would too. (I could see it being raised to 35% (if not already), then drop to 25-20% if you are sub-classing it.) It's actually a really smart workaround, that I like. Edit Spoops ninja'd me. I agree with Spoops changes, actually. Re: DR Cap - Chaos - 05-10-2016 I do agree with both Dev's ideas for WG/Evasion and Spo's. However, I think Turtle Shell should just not be subject to the Mutation enchant's effects, period. Especially when it can be used in tandem with Kip-Up again, should Spo's change go through. Re: DR Cap - Rendar - 05-10-2016 It can be used in tandem with Kip up right now as it is ANYWAYS. Having it be light armour makes it affected by Mutation either way (and you still lose momentum from getting up because you a turtle) so... It's what. 2m momentum for light armour, and impossible with Heavy? It's fine if it gets made light (because it really always needed to be). Don't make exceptions to enchantments, that just makes things confusing. Make changes to the item to make the enchantment less valuable. Re: DR Cap - Autumn - 05-10-2016 Kip up could be made into a main class skill, but that is for another balance fu thread. Re: DR Cap - Chaos - 05-10-2016 "[url=http://www.neus-projects.net/viewtopic.php?p=13698#p13698 Wrote:Rendar » Mon May 09, 2016 10:12 pm[/url]"]It can be used in tandem with Kip up right now as it is ANYWAYS.No, it would only take 1m, Sderg. So you can still have it, recover from KD, run towards someone and smash their fokkin' hed in. It's not exactly the kind of effect that I think of when I think of light armor. It also begs the question; how are we going to level out the fact that Heavy Armor will only have two 10* items, while Light Armor gets 4? The item is only having these issues when Mutation applies. I think that's a good time to say that the enchant is causing the problem, not the item itself. Re: DR Cap - Autumn - 05-10-2016 Quote:It's not exactly the kind of effect that I think of when I think of light armor. It also begs the question; how are we going to level out the fact that Heavy Armor will only have two 10* items, while Light Armor gets 4? I thought of that already, look at the bottom parenthesis, I should of bolded it maybe cause it is sorta unseeable. Quote:Turtle shell is now light armor, thusly it can be mutated into Heavy Armor, and will not benefit from effects such as Ogata Waraji and Weathered Body, 19% from the sides is enough Damage Reduction |