Damage reduction rework
Posted: Thu Jun 09, 2016 5:15 am
Another thing that came to my mind:
currently it seems that damage reduction Works Like this:
total Damage that i'm About to receive minus Damage reduction value.
While in principle this is ok, i think it does Not work well with crits.
my view: if a normal Hit cannot penetrate your armor, the Hit does Not hurt you and therefore cannot be critical. if Damage gets through, only this portion of the Damage should be able to be critical.
therefore i suggest the following change.
Instead of:
(dmg*critfactor)-dmgred
change to:
(dmg-dmgred)*critfactor
it probably does Not look exactly like this, but i guess you get what i mean.
this should apply for mobs as well as the player.
your thoughts?
currently it seems that damage reduction Works Like this:
total Damage that i'm About to receive minus Damage reduction value.
While in principle this is ok, i think it does Not work well with crits.
my view: if a normal Hit cannot penetrate your armor, the Hit does Not hurt you and therefore cannot be critical. if Damage gets through, only this portion of the Damage should be able to be critical.
therefore i suggest the following change.
Instead of:
(dmg*critfactor)-dmgred
change to:
(dmg-dmgred)*critfactor
it probably does Not look exactly like this, but i guess you get what i mean.
this should apply for mobs as well as the player.
your thoughts?