Ludullu_(NiKr) wrote: » I gotta make sure that I understood this correctly. Does "attacks that deal 65-100" mean "stuff that can one-shot a person" or does it mean "attacks that are dealt when the target is at over 65% hp"? Cause I'm not sure if first works well in the context of buffs/debuffs/statuses/etc. Theoretically, one type of attack could be at any range of dmg dealing to a target, cause the target could be fully buffed into resistances against that specific attack or it could be the other way around. And then I'd have to ask, who would NOT use Plate while buffing themselves for max def/res? Cause at that point you're cutting down insane amounts of damage against yourself. And if it's the latter understanding, then I do think it'd be an interesting design, especially if we get a lot of skills that interact with our hp values (i.e. blood fusion on the fighter). People would be able to make builds that rely on low hp survival while they're max boosted due to buffs that depend on that state, while glass canon builds would probably want their first 35% of hp defended better, cause that would allow them to use their entire skillset w/o fear of dying or getting finished off by some ability that punishes being at low hp.
Voxtrium wrote: » It does between 65% and 100% of your max hp post mitigation. Which type you use would be based on the damage you receive most often. Plate would most certainly not be very useful against a dot for example
Ludullu_(NiKr) wrote: » Voxtrium wrote: » It does between 65% and 100% of your max hp post mitigation. Which type you use would be based on the damage you receive most often. Plate would most certainly not be very useful against a dot for example So armor would not be included in the mitigation calculations? Or just this part of armor effects wouldn't be? Feels kinda weird to me. And dots are way more easily healed, so having armor that makes healing one-shots easier would just mean that clerics have a way easier job keeping plated people alive, which, to me, screams "meta". Obviously would have to be tested to know for sure, but that's just the first thing that stands out in this kind of design.
Lodrig wrote: » I'd rather see some variation in the elemental resistence of amor types to provide some counter-play to mages and elemental damage types. Magest will have all three elements ofcurse so they will always have available means to evade these resistences but they need to be a bit more inteligent then just spamming their spells maybe selecting who to launch what at based on the armor they are wearing. Cloth reduces frost debuffs Leather reduces fire debuffs Metal reduces lighting debuffs (because farady cage) This breaks us a littlebit out of the heavy metal armor always being 'best' because of its obviously higher physical damage protection. Note these are just minimum default resistences, all the normal ability to buff, modify and enhance gear can be layered on top, but it will be enough that simple observation of armor would give a strong indicator of the highest elemental resistence the character has.