DRL > Requests For Features

Change armor "damaged" thresholds

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shark20061:
I'm posting this here to get opinions on an idea I had and some applications of it.

The idea is to allow each armor to set its own "damaged" and "severely damaged" states (the point at which the armor loses half and three-quarters of its protection and resistances).  Right now, all armors go damaged at 50 and severely damaged at 25, regardless of their maximum durability.

This is mainly as a benefit to modders, but I had one application for this: to nerf Malek's Armor very slightly by making it go damaged at 75 and severely damaged at 37.  (Consequentially, if you like this idea and know of anything else that could use this treatment, feel free to make mention of it :)  ).

Sereg:
I've died more times on 666 games to Malek's breaking then for any other reason - I'd say it's dangerous enough as is.

Out of curiousity, does the set effect stop when it gets damaged? Or does that require it to go to zero?

I suppose if you wanted to change this so that high max health armors like gothic would go damaged at 100%/50%, that might make sense, but keep in mind they also repair at the same rate as a 100% armor, so maybe balance that by increasing repair from armor shards based on armor max health?

Otherwise I don't really see a need for this particular change - arbitrary damage points seem a bit counterintuitive and not especially useful to me.

Kornel Kisielewicz:
Problem here is how to communicate it to the player without cluttering the interface. The current system has the benefit that everyone knows what to expect. Solution suggestions?

Sereg:

--- Quote from: Kornel Kisielewicz on June 27, 2013, 21:09 ---Problem here is how to communicate it to the player without cluttering the interface. The current system has the benefit that everyone knows what to expect. Solution suggestions?

--- End quote ---

This is also true - part of what I meant by changing it being counterintuitive. Being 50% effective at 50% damage and 25% effective at 75% damage makes pretty good sense.

If the goal here is to nerf the Inquisitor's set, I have a few suggestions(though I kinda like it as is, so I'd rather not see it nerfed, lol): First, cap the regeneration of the armor - say by having it only repair itself if it's below 50%, requiring the player to maintain it with armor shards and megaspheres to retain the full(oh boy, 3 whole armor) protection value. Second, nerf the fire resistance to 95% - still very powerful, but not absolutely powerful. Third, cut the speed boost. Fourth, increase the rarity.

I don't think the armor by itself is too terribly OP - yes, it regenerates itself, and yes, in the set, it grants immunity to fire, but it has a low protection value and its resistances aren't great without the set effect. It's much weaker, in terms of actual damage reduction, then quite a lot of 100/666 alternatives.

Kornel Kisielewicz:

--- Quote from: Sereg on June 27, 2013, 21:13 ---If the goal here is to nerf the Inquisitor's set, I have a few suggestions(though I kinda like it as is, so I'd rather not see it nerfed, lol): First, cap the regeneration of the armor - say by having it only repair itself if it's below 50%, requiring the player to maintain it with armor shards and megaspheres to retain the full(oh boy, 3 whole armor) protection value.

--- End quote ---
Actually this itself might be a good idea, and might be enough.

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