I enjoyed the heroes of might and magic game series. I feel some of their combat mechanics hold a lot of promise. Sorta stealing from them, here are two combat stats that can be incorporated into Eternium.
Offense Rating: Essentially the sum of offensive attributes. Things like power, haste, CR, CD.
Defense Rating: the sum of defensive attributes. Armor, Damage Reflect, Block, Dodge, Parry.
When resolving combat damage, add two additional modifiers.
1) If the damage dealer's Offensive Rating is > than the target's Defensive Rating, the weapon damage range is biased towards the max range (sorta like how higher trial rewards have a higher stat range bias). The bias is based on how much damage dealer's OR is greater than the target's DR in % terms. In this case weapons with high damage range (like AXE and STAFF) will yield greater benefit for players that have high OR. The reverse is also true, meaning if player/mob's OR is less than target's DR, then the bias towards the min range will be used. Think of this like breaking through the target's Armor. The greater acumen of the offensive strategies is reflected by the ability to dish out the max damage more frequently.
2) If the damage dealer's DR is > than the target's DR, then the final damage is multiplied by that DR difference. For example damage dealer's DR is 12000 and target's DR is 10000, then the final damage is increased by 20%. This is to reflect greater defensive acumen will allow the player to spot the weakness in the target's defense and hence causing greater injury.
Incorporating these two stats (all derivative stats, thus nothing new really need to be added to the game except for a bit of code in combat resolution) will further diversify the weapon variety. Also create a better combat experience curve. What I mean by that is the fight to overcome an equivalent target should be tough and balanced, but as you gain greater power, you should be able to wipe the floor with those formally worthy combatants much easier. Also we no longer need to scale the monsters/boss via the simple brute force hp/damage scaling. Imagine a boss with a huge weapon damage range, you better come with enough DR so you don't get one shotted as the max damage will be dealt more frequently. Or in those cases, avoiding the damage becomes the key via shield/mirror etc. On the other hand, this gives the defensive oriented chars more survivability since they are likely looking at more min damage combat resolutions. Right now the difference in defensive oriented and offensive oriented builds are not significant enough in actual gameplay. Just add VIT seems to be the solution to the oneshot problem.
Offense Rating: Essentially the sum of offensive attributes. Things like power, haste, CR, CD.
Defense Rating: the sum of defensive attributes. Armor, Damage Reflect, Block, Dodge, Parry.
When resolving combat damage, add two additional modifiers.
1) If the damage dealer's Offensive Rating is > than the target's Defensive Rating, the weapon damage range is biased towards the max range (sorta like how higher trial rewards have a higher stat range bias). The bias is based on how much damage dealer's OR is greater than the target's DR in % terms. In this case weapons with high damage range (like AXE and STAFF) will yield greater benefit for players that have high OR. The reverse is also true, meaning if player/mob's OR is less than target's DR, then the bias towards the min range will be used. Think of this like breaking through the target's Armor. The greater acumen of the offensive strategies is reflected by the ability to dish out the max damage more frequently.
2) If the damage dealer's DR is > than the target's DR, then the final damage is multiplied by that DR difference. For example damage dealer's DR is 12000 and target's DR is 10000, then the final damage is increased by 20%. This is to reflect greater defensive acumen will allow the player to spot the weakness in the target's defense and hence causing greater injury.
Incorporating these two stats (all derivative stats, thus nothing new really need to be added to the game except for a bit of code in combat resolution) will further diversify the weapon variety. Also create a better combat experience curve. What I mean by that is the fight to overcome an equivalent target should be tough and balanced, but as you gain greater power, you should be able to wipe the floor with those formally worthy combatants much easier. Also we no longer need to scale the monsters/boss via the simple brute force hp/damage scaling. Imagine a boss with a huge weapon damage range, you better come with enough DR so you don't get one shotted as the max damage will be dealt more frequently. Or in those cases, avoiding the damage becomes the key via shield/mirror etc. On the other hand, this gives the defensive oriented chars more survivability since they are likely looking at more min damage combat resolutions. Right now the difference in defensive oriented and offensive oriented builds are not significant enough in actual gameplay. Just add VIT seems to be the solution to the oneshot problem.
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