Reprisal, as it deals damage based on damage taken. Balanced strike, as it deals damage based on health percentages. Only these two damaging abilities won’t be changed: A variation of up to 20% would be alright, so in the case of wild magic, it could have a damage variation of 123-143% ability damage per hit. Perhaps having just a small amount of RNG would remove that monotony. Upon equalization, each hit of wild magic would always be about 133% ability damage.Īlways hitting the exact same amounts will probably become monotonous. It has a range of 50-215% ability damage per hit. Currently a 1 itemer with 99 defence will always have a 9.9% damage reduction in PVP, which will no longer be the case with this change.ĭamaging abilities and special attacks are equalized by adding the minimum hit with the maximum hit, then halving that sum. This also means that if a player has poor armour (eg a ragger or 1 itemer), an opposing strong weapon will penetrate their total armour completely, (reducing the damage reduction to 0%). Last edited on 1 03:11:40 by Stoic n Vain The New Wild (instanced) Enhancing Combat and PVP An opponent with 10 attack and an iron weapon would reduce that to 0%. An opponent with 1 attack and a bronze weapon would reduce that to 0.3%. Someone with 1 defence and full bronze will have about a 0.6% damage reduction. An opponent with 99 attack and a Nox would effectively halve that to 30%, due to accuracy/armour penetration. Someone with 99 defence and full Achto will have a 60% damage reduction in PVP. For each point of accuracy, 0.5 of the opponent’s total armour will be penetrated, lowering their damage reduction. The role of accuracy will change, so that it is now used to penetrate the opponent’s damage reduction. Weapon accuracy, weapon damage, combat stat levels and boosting effects will remain beneficial. Damage reduction, block chance, armour values, defence level and defence boosting effects (eg def pots) will all merge into one dynamic calculation: damage reduction. Abilities and special attacks will have their minimum and maximum damage equalized, just like what the Equilibrium Aura does, only more intense. (Exceptions exist only when spells or abilities are used to block damage). Players will always have a 100% hit chance in PVP, regardless of stats or gear. I have taken the idea, made changes and further developed it. The initial idea was created by someone else on the forums, I can't remember who. This would not affect PVM hit calculations.
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