Rebalancing armour and damage

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Rebalancing armour and damage

Postby Potjeh » Wed Oct 07, 2015 4:27 pm

I'm just using exact formula because math is so much better for explaining these things than natural language. I fully expect you to do a completely different one, but as long as the general idea is preserved it's all gravy.

As for early armor being useless, I was just using 50% all over the place to make it easier to follow the math. In a real scenario the numbers should be balanced so that even low q leather is much better than no armor at all. The delta q modifier might need to be clamped to a bit smaller range, too, originally I wanted to go with 0.75 - 1.25 armour multiplier but feared that everyone would think it doesn't make q important enough. Anyway, the point is that with this system all armour can be balanced to be useful, unlike with the current flat reduction system (reducing 30 damage is next to useless against a sword, but OP against bats).
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Re: Rebalancing armour and damage

Postby Sevenless » Wed Oct 07, 2015 4:43 pm

Incidentally, it makes being able to ignore blocking animals completely as a mechanic go away as well. It's convenient, but it trivializes fighting things once you have enough Def.
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Re: Rebalancing armour and damage

Postby Jesterz » Wed Oct 07, 2015 9:56 pm

Up until recently I thought armour was complete garbage in Haven and not needed. Once I got a full set of plate on and looked at the numbers I seen it was the difference of needed to be hit three times atleast to be knocked out. I don't think your theory is flawless. Maybe perhaps a small small amount of unarmed penetration could be useful if you break someone's defence completely. This would stop someone making a fresh alt with rage and armour from being a powerful fighter. Unthinkable current state of melle combat is fine against armour. I am striking for around 200 damage and about 100 of that is being absorbed of armour.

I would think that a reasonable solution would be that if you punch someone in armour who has no defence up at all. If you would normally do 40 damage before armour is taken into account maybe do 5 damage penetration.

Needless to say I think if any changes would be made they should be implemented in Valhalla first and tested to see how they actually work out.
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Re: Rebalancing armour and damage

Postby rye130 » Wed Oct 07, 2015 11:23 pm

I don't think these changes should be made suddenly. Give us some time to do some more testing with the current armor mechanics (once we have time to grind out alts characters to send to Valhalla...) so that we can give some real feedback with how the system is actually working right now and how it will turn out with later-game qualities. It doesn't seem like just 1-hit KO's or pings at the moment so I wouldn't really want to see changes based on that when it might not be the case.
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Re: Rebalancing armour and damage

Postby Erock » Thu Oct 08, 2015 8:02 pm

We made the set that takes all of the steel to craft "for science" and it took me 3 chops to kill my friend. No defenses, just testing the armor. So went from virtually a one shot to taking 3 chops.. That kind of speaks for itself, of course your agi will drop, but that's just one small downside.
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Re: Rebalancing armour and damage

Postby Gabula » Thu Oct 08, 2015 8:10 pm

Erock wrote:We made the set that takes all of the steel to craft "for science" and it took me 3 chops to kill my friend. No defenses, just testing the armor. So went from virtually a one shot to taking 3 chops.. That kind of speaks for itself, of course your agi will drop, but that's just one small downside.


Thing is, only Chop will damage you in full armor. Every other attack will be completely absorbed, unless the attacker has a lot of strength, maybe Low Blow could deal a little damage to you.
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Re: Rebalancing armour and damage

Postby Erock » Thu Oct 08, 2015 8:13 pm

Gabula wrote:
Erock wrote:We made the set that takes all of the steel to craft "for science" and it took me 3 chops to kill my friend. No defenses, just testing the armor. So went from virtually a one shot to taking 3 chops.. That kind of speaks for itself, of course your agi will drop, but that's just one small downside.


Thing is, only Chop will damage you in full armor. Every other attack will be completely absorbed, unless the attacker has a lot of strength, maybe Low Blow could deal a little damage to you.


Well, you kind of are in a full set of armor.
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Re: Rebalancing armour and damage

Postby burgingham » Thu Oct 08, 2015 8:19 pm

Agi dropping is not exactly a small downside. I am pretty sure with current qualities and stats that people have CTC is better than steel plate.
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Re: Rebalancing armour and damage

Postby Erock » Thu Oct 08, 2015 8:49 pm

burgingham wrote:Agi dropping is not exactly a small downside. I am pretty sure with current qualities and stats that people have CTC is better than steel plate.


Agility dropping in the long run may be a small downside, currently yes CTC is better IMO.
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Re: Rebalancing armour and damage

Postby rye130 » Thu Oct 08, 2015 10:03 pm

Gabula wrote:Thing is, only Chop will damage you in full armor


I think the solution to that should probably be moves that have a penetration built in, not percentage based armors.
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