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Selachii Revision for GR
#8
What I would LIKE to do for the absorb, instead of its current implementation, is to have a SAN*2% scaling absorb (Capping at 100), where the damage that is absorbed is lessened, so say it only absorbs 20% instead of 100%. I don't know if that is capable in the code, however, hence my hesitation at making it scale that way. I generally agree with most of the other points brought up about stats, other than the STR SKI and CEL being too high. I understand dropping APT and raising GUI and LUC, but this is a one trick pony race, namely, pure physical aggression, and they're meant to be rather squishy.

The MAIN reason I don't think that the Rough Skin is that bad is even if someone is pushing 200+ damage with every melee attack, that's only 20 damage returned, which can be reduced by defenses or armor or whatever. So IMO it's really not that big of a deal.

I discussed how healing and regeneration works, and my idea to fix that is simple: Only healing above the amount you're getting damaged per turn by bloodied will remove the status, so your average regen (unless you are stacking regen like a fiend) won't cure it.

I did have a thought to change the Blooded status effect to the same one caused by the other bleed causing weapons, which would stack and make Bloodfrenzy actually pretty dang scary (and also make those weapons more useful).
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