Post:Combat question - 2/7/2009 - 17:47:58

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Combat question · on 2/7/2009 5:47:58 PM 15788
Bringing a branch of the DFA thread here.

>>Thank you Oolan. I'm aware that the situation is known by staff and that vital health areas are capped and that aspect is hard coded (not allowing Stamina to push up your health points in those hard capped vital health regions). What thoughts are formulated regarding this issue to circumvent that vital health areas have been hard coded? Also, I don't mean to switch subjects on the DFA status, but the topic was brought up. Can you mention some preliminary thoughts about this over in the combat folder, Oolan?

The problem in part is as you've said. Body part damage is a static value that we cannot change. So then we need to look at how damage is determined by attacks.

As should be generally known, we start with an offensive value generated by weapon choice, stats, skills, random values, etc. This value is then contested against the 3 defenses. Should any of it remain, it is converted into damage breakdown, again influenced by weapon stats. A slice heavy weapon would at this point be doing more slice damage, etc. This is then reduced by armor, stamina, yadda yadda. The issue is how high the starting attack value can be at the uppermost ranges.

As an example, let's say that creature A generates 100 of these attack points. You block 90% of them, 10 points remain to become damage through our mystical, magical methods. However, creature B generates 1000 attack points. You again block 90% but now 100 points remain and this potentially blows out a body part.

The solution, since we cannot change limb hit points, is instead to change how this damage is generated so that when it comes to area specific damage, blocking 90% of an attack is pretty much blocking 90% of an attack if all else is equal.

GM Oolan Jeel

This message was originally posted in Combat - Weapons and Armor (11) \ General Discussions, by DR-OOLAN on the play.net forums.