Another thread about Armor. But with logic.
The topic is based on the "Question-Answer" principle, so that it is easier for you to understand what is being discussed.
Why do we have more complaints about Armor? - Because we die more often than we would like. But why aren't there such complaints about Energy Shield and Evasion? - Because there the number of players who die more often than expected is lower than that of players with armor. But why? - Because either there are fewer such players, although I think that this is not the case, and so we will accept in the future. Or because other methods of protection are simply better. But how are they better? - Because you can gain a lot, A LOT of Energy Shield. And Evasion, although it works like Armor against multiple hits (70% of armor and 70% of evasion will give the same effect for 1000 hits), unlike Armor does not lose effectiveness no matter how dangerous the hit is, and its "reduction rates" are just better. Also, Evasion and Armor are only of interest to us in the matter of lethal strikes. Let's say in one case you have 75% evasion, and in the other 75% reduction from armor, and a Fatal blow arrives at you. With evasion, you live 3 time out of 4, but with armor, not once. Here are more complaints. But isn't a monster the size of a mountain supposed to kill us in one hit? - Yes, but we can also be like gods. So the real problem isn't with the strongest strikes, but with those strikes which we don't think are weak, but we don't think they should kill us either. Let's call them averages. And the whole problem is in the armor? - Not quite. Let me remind you that the problem is that we die, our HP becomes zero. Our HP will not become zero if we do not get hit, or if it remains for example 1 unit. What's the armor got to do with it? - Items that give you armor reduce your speed. So we can get away with it less often. And we don't have enough damage reduction. What if the armor worked harder? - Then we wouldn't feel the weak blows at all, and they would have to be redone. Even the most powerful blows would still kill us. There would be fewer average hits. In fact, players would probably complain even more if they didn't feel the damage progression. But maybe it would help, you just have to guess with the numbers. Touching the formula itself is dangerous, because it is the same for us, for monsters, and for PvP. We can break something with a so major change. But what if we just make the HP infinite? And what does the armor have to do with it? - Yes, that would solve the problem. And yes, the armor has nothing to do with it, but we can connect armor and health. Let the Armor give HP. That is, any armor will give HP? And how to calculate it? - I mean, not the armor itself as a defense, but armor items - breastplates, boots, gloves, helmets, shields. We can even choose that some items will not do this, which will make the balance adjustment more flexible. Let each item have a built-in property - "+ to health". And that's it ? - Yes, that's all. But in fact, this will also have a positive effect on other aspects: - regeneration will become more efficient - resistance will also feel more rewarding - stunning will occur less frequently - Armor Break will become less dangerous. But that's all, I hope? - Yes, that's it. I hope I answered all your questions. Last edited by Radonegsky#6656 on Feb 22, 2025, 11:00:27 AM Last bumped on Feb 22, 2025, 10:57:42 AM
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