New Type of Damage: Neutral Damage (Full Version)

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DeltaNoob123456789 -> New Type of Damage: Neutral Damage (12/1/2016 5:00:05)

I'm suggesting for a new type of damage called Neutral Damage. What makes neutral damage different from physical and energy, is that it does 50% physical damage and at the same time it does 50% energy damage




shadow.bane -> RE: New Type of Damage: Neutral Damage (12/1/2016 8:01:22)

and it scales with what ? u suggesting we have 3 type of armors ? P, E and N ? it's not realistic so not supported at all. E and P are enough.




DeltaNoob123456789 -> RE: New Type of Damage: Neutral Damage (12/2/2016 1:08:16)

I meant for weapons, weapons such as Sidearms, Aux, Robot, Sword, Clubs, Claws, and Staffs, not for armors since you can adjust it to a hybrid. Like on the sidearm, you can do half physical damage and half energy damage




Exploding Penguin -> RE: New Type of Damage: Neutral Damage (12/2/2016 15:22:46)

I've considered this too and I don't think it'll work.

The way damage is calculated in ED makes it really really hard to land a spot in how damage calculations work with neutral damage. Sure, you could do an easy answer of just using the average of their defense/resistance, but that takes away from the basis of rock-paper-scissors matchups which is healthy for the meta and it really doesn't add any extra interactivity or thinking into build making. You just kinda stick it in there.

Another consideration would be to implement true damage, or damage that ignores 100% resistance/defenses, but only on some skills or skill cores.




AQWorldsFarmer -> RE: New Type of Damage: Neutral Damage (12/6/2016 19:40:30)

I like the idea of True damage

It would also be nice to have both flat defenses (what we currently have) and Percentage defenses. I haven't put much thought into it yet, so no specific examples as of right now.




Exploding Penguin -> RE: New Type of Damage: Neutral Damage (12/7/2016 15:42:30)

There's been some talk before of percentage defenses, and it's honestly probably a better system to have, but figuring out the formulas for it is going to take a lot of effort and time. There needs to be a lot of calculations done on formulas and pretty much every source of damage in the game (skills, attacks, etc..) will need to be changed to make sure everything else currently in the game stays in a relatively balanced and intact state. That being said, it would definitely be a step in the right direction IMO, it's just one of the hardest ones, if not the hardest one.




AQWorldsFarmer -> RE: New Type of Damage: Neutral Damage (12/7/2016 17:00:40)

Well the first step IMO would be to expand the stat choices. (Strength, Dexterity, Technology, Support).
4 possible stat "majors" kinda lacks variety.

For example, add
-Charisma
-Endurance
-Agility

As well as giving things like
-Critical Chance
-Block Chance
-Deflect chance
Their own progressive stat options.

Of course, to compensate, the amount of stat points would need to me changed.




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