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Damage reduction rework

Posted: Thu Jun 09, 2016 5:15 am
by CKork
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?

Re: Damage reduction rework

Posted: Thu Sep 08, 2016 1:42 am
by thebeast
That is a great idea cause I agree its frustrating to see damage when there shouldn't be

Re: Damage reduction rework

Posted: Wed Sep 14, 2016 2:38 pm
by Kashim
What is a critical hit? To me, a critical hit is the act of finding a break in the target's armor or defense, and thus striking them in a particularly painful or damaging way.
Strangely, I'd like to see this applied in a different way, as a reduction of critical chance. If you have a DR of 5, that should lead to a reduction of the chance to critical by your opponent of maybe 15% (easy *3). I always like to think that it's possible for my enemy, or me, to hit the opponent in the eye and do ridiculous damage no matter what. Unlikely, yes, but never impossible.
So, if my character has a critical chance of 50%, but my opponent has a DR of 5, then my effective critical chance might be something like 43.5% (15% reduced). This has a couple of benefits: it prevents the awful 100% critical trick found in many games, and it doesn't rule out horrific hits, but it does reduce the likelihood by a lot.