One Shot Damage Limit

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Faerindel wrote:
> Implement this.
> CI now means "invulnerable to all damage".

You know, since anything that causes more than 1 point of damage would one shot a CI...


Yes sarcasm, nicely done. But point taken.

It should be a system preventing one shot, not lowering damage taken.
I think right interpretation would be "limiting damage of a single attack to %99 of Life+ES"
Some kind of one-shot protection would be really strong on high-Evasion builds and on glass cannon builds.

If there's a 'can't be one-shot' keystone, I'd make the drawback 'X% more damage taken'. That way you gain immunity to one-shots at the price of being extra-vulnerable to everything else, so you have to be sure that one-shots are really the main threat to your character.
How about changing all one shot abilities to have a wind up with visual clues so the player can get out, sort of like the Vaal Oversouls smash.
maybe something like;

Player can't take more than XX% of max life/ES on a single hit
Player can't deal more than XX% ( same of % ) of enemies max Life/ES on a single hit?
I would prefer the bosses with one-shot moves to change their face to Trollface.jpg a moment before using their one-shot move.
If they kill you, the face stays like that for a few seconds.
If you survive, they change to rageface.jpg

It'd be hilarious.
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Last edited by Nurvus#6072 on Oct 20, 2013, 5:17:31 PM
"
Nurvus wrote:
I would prefer the bosses with one-shot moves to change their face to Trollface.jpg a moment before using their one-shot move.
If they kill you, the face stays like that for a few seconds.
If you survive, they change to rageface.jpg

It'd be hilarious.


I must admit, I would find this fun aswell.
I agree with the OP. One shot is a big problem. Maybe it's not a huge deal in standard, but in HC it's a huge problem. The biggest issue is just that you don't know IF you could/would be one shotted until it happens.

The entire damage curve is thrown completely off, and that's mainly due to the player power increases in the later levels. There are plenty of areas in the game where being at or near monster level is still very difficult to complete without top level gear.

Damage for the main story game should be lowered, especially in all of merc, but certain sections of A3 are nuts. Elemental damage should also be lowered, especially in the beginning parts of A1, when most players wouldn't even be close to capped.

Everything about this game requires the player to have the best; there is no middle ground.

You want a challenge, keep it in maps.


Edit: Vaal's smash is a classic example of an attack that really has no place in this style game. Huge investment, especially in HC, and the moment you make a mistake it costs you dearly. There is no hope to survive.
Last edited by ozzy9832001#0630 on Oct 20, 2013, 5:26:31 PM
That being said, I like the idea of a "safety" keystone where you can't deal damage higher than X% of enemy base HP+ES, and you cannot suffer damage bigger than Y% of your HP+ES.

However, for monster encounters, HP+ES increases caused by champion, rare, unique or boss status would not be accounted for - your cap would be based off their unmodified values.
Example:
Monster has 100 HP+ES.
Cap is 50% of monster base HP+ES.
This means you can only deal up to 50 damage to it in one hit.

You find that same monster with a mod that increases its HP+ES to 10x its normal value.
So the new monster has 1000 HP+ES.
You still can only deal up to 50 damage to it in one hit, although now it represents a mere 5% of its new HP+ES.

Otherwise it would make Bosses too easy.
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Last edited by Nurvus#6072 on Oct 20, 2013, 5:36:52 PM
Waste of time lol, do you really think they're going to allow everyone a free ride by not being 1 shot? Get outta here...


Actually, forget about the "safety" keystone.
It would make attack speed characters even more OP than they are now, compared to heavy hitters.

The game just needs better baseline mechanics for armor and evasion to make one-shots less likely, without trivializing the game.
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