Development Discussion: Current Topic, combat damage

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Re: Development Question

Postby Patchouli_Knowledge » Tue Jun 21, 2011 7:47 pm

I think this can be applied to both archers as well as melee weapon. This is why I was thinking that the diminshing return on damage is an option along with the piercing damage from bow. It still makes them useful while not hitting damage extremies from 0 to full health. This also applying to melee fights as well. Unarmed will also need to be rebalanced another way, Punch adjustment.

Edit: Title Change.
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Re: Development Question

Postby bmjclark » Tue Jun 21, 2011 7:59 pm

Potjeh wrote:One shotting people has no place in a permadeath game, IMO.


100% agreed, tho if ur wearing a D helm and full steel it'll take about 30 mins to actually hurt u with a bow =p
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Re: Development Discussion: Current Topic, combat damage

Postby NaoWhut » Tue Jun 21, 2011 8:05 pm

maybe if all damage were based on a
percentage of the enemy's health instead
of a flat number?

and constitution lowers the percent, so
does armor? eh??

Their stats can raise the percentage? ehh?
maaaybe?
Last edited by NaoWhut on Tue Jun 21, 2011 8:06 pm, edited 1 time in total.
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Re: Development Discussion: Current Topic, combat damage

Postby bmjclark » Tue Jun 21, 2011 8:06 pm

NaoWhut wrote:maybe if all damage were based on a
percentage of the enemy's health instead
of a flat number?

and constitution lowers the percent, so
does armor? eh??


Something like that could definatly work, you could actually hurt someone over time and not just 1 shot people. Though i do think that at 10 const and full leather it should be 100% of the targets life =p with an RBow
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Re: Development Discussion: Current Topic, combat damage

Postby Patchouli_Knowledge » Tue Jun 21, 2011 8:10 pm

@NaoWhut.

Percentage damage would reduce the usefulness of the Constitution stat. While I like full damage to take a fraction from a hearthling's damage, that may be too percentage wise.
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Re: Development Discussion: Current Topic, combat damage

Postby NaoWhut » Tue Jun 21, 2011 8:12 pm

no, i mean like if constitution were seen as
a percent bonus just as armor would, not as
powerfull unless you've got a crap ton sure,
but it's still a buff.

just as their strength would buff their offensive
percentage against your defensive percentage
totalled by your con and armor. (in a melee
fight)
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Re: Development Discussion: Current Topic, combat damage

Postby Patchouli_Knowledge » Tue Jun 21, 2011 8:15 pm

As in constitution giving you a bonus damage reduction? Though untested, it may be a bit too much due to my experience with an RPG that had both tested and linear defense and it is highly possible that the damage reduction will further amplify the damage extremity problem towards the 0 side.
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Re: Development Discussion: Current Topic, combat damage

Postby NaoWhut » Tue Jun 21, 2011 8:25 pm

but if your strength, (far easier to level) were
the same level as it, it'd eaqualize it =o
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Re: Development Discussion: Current Topic, combat damage

Postby Patchouli_Knowledge » Tue Jun 21, 2011 8:57 pm

I am still hesitant here but I'm not sure if we're going to have an agreement or a compromise of a sort. Anyone else wish to bring something onto the table here?
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Re: Development Discussion: Current Topic, combat damage

Postby Radiant_Maelstrom » Thu Jul 07, 2011 8:43 pm

A bit of a resurrection on the thread but is it possible to have anything that interrupts the aiming of a ranger weapon have it trigger a shot with some penalty instead of completely nullifying it?

Also here is a table I posted in another topic in the C&I.

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Insert brain here please.

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