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[Damage Rework] Damage Splitting
#6
Limiting the damage types from each class is basically the genius of it and would fix more problems than messing with armors would. The fact all classes can reliably use both magic and physical damage is a pain in the left nut every time, and what drives people into going for 'omnitanking'.

The approach to this would not be by messing with someone's stat investment, but with armor values such as Armor and Magic Armor each one of those types grant.

Heavy Armor should all have 0 Base Magic Armor, for example. The fact it doesn't proc Evasion means all magic attacks will just rip them a new one. Bazinga. One problem solved.

Unarmored Torsos should 'not' have Armor, and all should have 0 Base Armor the same way as Heavy Armor in regards to the resistances they'll grant. It will make tanking without a proper torso harder by default.

Remember why Armor was nerfed as a statistic from the sources? It's due to how effective it was at lowering damage when paired properly with DEF/RES. So why not use that nerf as a factor?
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Messages In This Thread
[Damage Rework] Damage Splitting - by Autumn - 12-01-2020, 05:32 AM
RE: [Damage Rework] Damage Splitting - by Sawrock - 12-01-2020, 06:33 AM
RE: [Damage Rework] Damage Splitting - by Shujin - 12-01-2020, 11:22 AM
RE: [Damage Rework] Damage Splitting - by Balor - 12-01-2020, 12:24 PM
RE: [Damage Rework] Damage Splitting - by Snake - 12-18-2020, 04:59 PM

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