George Black wrote: » What does that have to do with invisible stats and back end math theorycrafting, versus meaningful damage type allocation on weapons and active abilities?
George Black wrote: » Ill explain what I mean. There is a suggeation here for physical damage to be divided into pierce, blunt, slash. In eso stamina (physical dmg), came from max stamina stat, penetration stat, weapon dmg stat. You could spec all you wanted, swap gear, swap blessing boons, invest in passive stats (champion points), and there, your build was gear towards penetration. You still had the same active class skills slotted, the same weapons skills slotted, the same bow slotted. What changed in ACTIVE GAMEPLAY? Nothing. You just changed your option of stats behind it. Visually, nothing changed. So again I am asking, how would this suggestion that divides physical dmg into pierce, blunt and slash translate into active gameplay? Would hammers have blunt dmg and bonus against plate? Would swords have both slashing and piercing, leading to less against plate? Would piercing be any different than slashing really? Would daggers have blunt dmg?? Would axes have both slash and blunt dmg? Or Would blunt damage be found only on crashing (stun-like) active abilities? Would pierce damage only be found on thrust abilities? Would swords have access to weapon stun or would it say "incorrect weapon/damage type. Action cancelled"?
George Black wrote: » Would blunt damage be found only on crashing (stun-like) active abilities? Would pierce damage only be found on thrust abilities? Would swords have access to weapon stun or would it say "incorrect weapon/damage type. Action cancelled"?