Ranloth -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/25/2013 10:09:34)
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For passive Armors, I had something else in mind. Let's assume Lvl 1 = 10% and Lvl 10 = 30%. Using Plasma Armor as an example, it'd reduce all the Energy damage coming in by that % - before defences - so if you were to get hit for 70 damage, Lvl 1 would reduce it by 7 damage and then your Resistance is applied. Next, the Armor does not have a set duration and neither does it last until the end of the battle. Basically, you get a cap for damage reduced (let's assume 50 damage for Lvl 1), so whatever the damage is reduced by, it gets taken away from the pool. Example: Lvl 1 Armor | 10% reduction | 50 damage cap Attacked for 50 damage, PA reduces it by 5. Leftover defence: 45 Attacked for 80 damage, PA reduces by 8. Leftover defence: 37 Etc.. It can last throughout the whole battle as long as the pool isn't depleted completely. You could activate it again once the defence pool is gone, providing you have enough Energy to use it (if it has Energy cost), or just activate it again at no EP cost but a turn cost. This way, you'd know the reduction in damage you will get, it will not favour glass cannon builds since the damage is reduced before defences, and it'd allow players to strategize a little since they'd know how much defence they have left (could show after you put your mouse over the skill?) and see whether they should defend themselves, i.e. heal, or if the Armor will provide them with defence for at least one more turn so they can attack or cast a buff upon themselves.
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