Hi there,
imho it would be nice to discuss the immunity to crit hits feature of monsters.
Quite for some time I think about the idea to give monsters a certain chance for immunity than 100% or 0% at all. I am sure that all players with crit hit Chars would give it at least a second thought if monsters have the ability to ignore crit hits on 10% up to 90% when been hit by a char.
Thinking further it would open the possibility to introduce a new skill for players: immunity to crit - in 5% steps up to 50% to 70% as max limit. Since hard hit seems to be too weak maybe this skill adds 2% immunity to crits on every skill level?
Any comments?
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Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
chance of immunity to crit hits
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chance of immunity to crit hits
Usirim (v2.2):
Lvl: 200
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Lvl: 200
XP: 145.569.369
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Re: chance of immunity to crit hits
Interesting thoughts, hopefully I didn't get you wrong. Making critical hits stronger would mean so much more adjustments in balancing. The crit hit build is by far one of the strongest ones, in my oppinion. Even if you can't get critical hits on some hard enemies, you just cut through most of the mobs in this game. Imaging, that you can even at least 2- or 3-hit the strong monsters like the Arulir or the trolls.
Much more necessary would be an increased block chance of the monsters AND a much higher attack chance -that would mean that even the stronger builds or the high level players would need to decide how much opponents they would attack at once. Or implement stronger actor conditions, like the poison effects of the nasty monsters on the road to Remgard. Maybe work with some more side effects of monster combinations, like one monster reduces the resistance to poison and the other one would deal a strong poison effect. So the players would need to think about their order of attack (remove the ones with lowering resistance first, eliminate some weak damage dealers and concentrate on the strong one at the end of the fight). Maybe monsters could heal each other. There are many ideas on the behavior of the monsters and the improvement of the combat system without making it too complicated.
Another step would be to increase the benefits of other specs. Like giving a two-handed-spec the benefit of something like a crushing blow (cheers to diablo 2), which would reduce the hitpoints of monsters by a certain amount of hitpoints, maybe by percentage. So you cut introduce monsters with higher defensive capabilities.
Or give the sword and shield spec some more usage, like increasing the defensive abilities significantly by giving the player a chance to resist critical hits and or actor conditions.
The last thing I would touch would be the critical system, even if some weapons have to be rebalanced (DoSP -too powerful, Xul Vir -too weak... it's a two handed weapon, make it hit harder please).
Much more necessary would be an increased block chance of the monsters AND a much higher attack chance -that would mean that even the stronger builds or the high level players would need to decide how much opponents they would attack at once. Or implement stronger actor conditions, like the poison effects of the nasty monsters on the road to Remgard. Maybe work with some more side effects of monster combinations, like one monster reduces the resistance to poison and the other one would deal a strong poison effect. So the players would need to think about their order of attack (remove the ones with lowering resistance first, eliminate some weak damage dealers and concentrate on the strong one at the end of the fight). Maybe monsters could heal each other. There are many ideas on the behavior of the monsters and the improvement of the combat system without making it too complicated.
Another step would be to increase the benefits of other specs. Like giving a two-handed-spec the benefit of something like a crushing blow (cheers to diablo 2), which would reduce the hitpoints of monsters by a certain amount of hitpoints, maybe by percentage. So you cut introduce monsters with higher defensive capabilities.
Or give the sword and shield spec some more usage, like increasing the defensive abilities significantly by giving the player a chance to resist critical hits and or actor conditions.
The last thing I would touch would be the critical system, even if some weapons have to be rebalanced (DoSP -too powerful, Xul Vir -too weak... it's a two handed weapon, make it hit harder please).
lakra
Lvl: 76 XP: 7890637 AP: 12/3 HP: 249 AC: 394% AD: 58-65 CHS: -29 BC: 140% DR: 3
Skills: WA: 1 Do: 1 MC: 1 CS: 2 CE: 1 IF: 5
Reg: 1 WP:Da: 3 WP:1S: 1 AP:L: 3 FS:DW: 2 S:DW: 1
RoLS: 1
Status Effects: SR
Lvl: 76 XP: 7890637 AP: 12/3 HP: 249 AC: 394% AD: 58-65 CHS: -29 BC: 140% DR: 3
Skills: WA: 1 Do: 1 MC: 1 CS: 2 CE: 1 IF: 5
Reg: 1 WP:Da: 3 WP:1S: 1 AP:L: 3 FS:DW: 2 S:DW: 1
RoLS: 1
Status Effects: SR