Armor and evasion improvements
Based on the problems that armor has always suffered with respect to other base defenses, and that evasion could also receive one more improvement layer, I came up with ideas that could allow them to be more balanced and flexible.
Evasion Partial evasion: in addition to its ability to completely avoid impacts, evasion has a second defense layer that when we could not evade an impact, part of it would be mitigated as a second chance to avoid mortal blows. · It has 33% of your basic probability of the evasion of activating when an impact is not evaded (if you have 60% evasion chance, there will be 20% partially evading when you do not evade). · Mitigates 33% of the damage received and the probability/magnitude of states. It is calculated before other mitigations. · Like evasion, it does not apply to all impacts unless you also have the "acrobatics" node that allows you to avoid all impacts. · There will be modifiers to increase that probability (+100% partial evasion having 30% partial evasion chance would be 45%). · There will be rare sources that can increase the mitigated amount. This allows when you do not evade impacts is not so penalizing, and allows you to customize more as you want to focus on this defense, if you want to evade more often or mitigate more frequently the damage. Armor From the armor there are two points that I want to treat. On the one hand there is the debuff "Broken armor", a debuff that can leave you "naked" making it still less interesting to invest in this defense. On the other, as to solve the weakness of the armor with respect to the other defenses (you will see that the solution is quite obvious, but I try to give it some more depth). Broken armor: the debuff of the armor broken in the players does not reduce a value of the armor until it breaks, instead, it acts as a resistance, such as stunning or freezing. · If the armor is broken, its mitigation is 50% less effective (10,000 armor would mitigate as if it were 5,000). · The base resistance to broken armor will be proportional to the amount of armor. · There will be sources that increase the resistance to broken armor. · There will be less common sources than will reduce their debuff effect. · There will be a new talisman that protects you from broken armor. With this, it is achieved that this debuff does not penalize anything else to activate, and makes it less aggressive about the impact on our main defense, in addition to gaining options to evade or mitigate the effect. To balance this defensive improvement on this debuff, there will be more sources that can apply this effect on the game. Elemental mitigation by armor: Part of the armor mitigates elemental damage. The reduction is applied before resistance. The armor should not be limited only to physical damage but it should also be its main protection, being the elemental damage something secondary that it can absorb. The option to also mitigate chaos can also exist, but in very rare sources. The armor will be divided into three categories: heavy, medium and light. Heavy: 50% of the armor contributes to the mitigation of elemental damage. This category belongs to the armor pieces that only offer armor as a defense. Medium: 33% of the armor contributes to the mitigation of elemental damage. This category belongs to the armor pieces with more than one defense, where one of them is the armor. Light: 20% of the armor contributes to the mitigation of elemental damage. This category belongs to the armor pieces that do not have armor as one of their defenses. Other sources that grant armor will benefit from that mitigation. Each piece of armor (helmet, body armor, gloves, boots) will have one of these categories, and contribute to their category from the following values: 45% body armor 25% helmet 17.5% boots 12.5% gloves In the case of having equipped armor pieces of different categories, its mitigation could be decided based on the following options to consider: Option 1: The category based on the % contribution of the pieces is chosen. · If the contribution threshold of the pieces of the same category exceeds 50%, that category of armor will be chosen in mitigation. · With a body armor and any of the other armor pieces for the same category, that will be the predominant. · With helmet, boots and gloves of the same category, that will be the predominant. · If there is no predominant category among the pieces, the lowest will be chosen. · If you do not have some pieces equipped, and the rest do not reach 50% contribution, it will always be considered to carry light armor. Option 2: Mitigation % conforms to the % contribution of each piece. Combining pieces of different categories affect the final % resulting from mitigation. Example: If you carry a heavy body armor (45%), and the rest of the pieces are light (55% in total), your mitigation would become 40.7% Formula (type of armor * ((sum of the % contribution of each piece) / 100)) + (same formula with other types of armors)) (66 * (45 / 100)) + (20 * ((25 + 17.5 + 12.5) / 100) = 40.7 Regarding elemental mitigation, some details to consider: · Each elemental mitigation has its mitigation in separate values, which allows increases/reductions for only some of the elements in addition to the global modifier. · The base limit of the contribution will be 75%, with an option to expand with modifiers of +% maximum elemental contribution to the armor. · There will be sources that will increase the contributed quantity, either globally or for any of the elements (+100% mitigation of a heavy armor set would involve 75% contribution). With this I consider that the armor will have a better chance to be a defense to choose from the other defenses that are currently oversight. All these values that I indicate are orientative, in the end with what I want to contribute is with ideas of how to give more game and balance to these defenses and allow to enjoy more variety of options. Last bumped on Jan 23, 2025, 4:15:40 PM
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