What was previously the monster armor class is going to be split into evasion and absorption. Absorption can be called something else, like armor as Mikko suggests, and since armor is shorter, I'll use that word for the rest of this post.
The basic idea is heavily armored monsters have the capability of absorbing some of the damage from player attacks. If you try to attack a iron golem with a dagger, it doesn't matter how fast you hit it, you aren't going to do much damage. The idea is simple, an armor rating of N subtracts N damage points off of each blow.
Now, the idea I have is to allow a strong prowess * heft value to mitigate some of the armor damage. Assuming prowess goes from 100 to 600 or so, we can expect prowess * heft to top out at about 500 for characters that go all-out on prowess, and closer to 300 for characters using balanced weapons. I envision something like every 10 points of prowess eliminates 1 point of armor.
So, in pseudo-code
The factor of 10 is a complete guess at this point.
I don't know the ranges yet, it depends on how much damage per blow we get with weapons, and these values aren't available yet. Instead, I can give a vision for relative values based on the damage per blow of an at level high-finesse character. Call this DPBF, because i'm awesome at acronyms.
Brutally armored monsters (eog golem) will have armor = DPBF. Heavily armored monsters (ticks, ants, dragons, except for multi-hued!) will have armor = DPBF/2. Moderately armored monsters (lichs, demons, people) will have armor = DPBF/4. Multi-hued dragons will not be heavily armored, because then they'd be impossible to kill for a finesse character. They trade their higher HP and elemental resistances for a weaker armor rating.
---handling brands and slays ---
Once the effects refactor is done, we can (i think) separate the damage from impact to the additional damage from brands and slays. This damage will never be mitigated by armor, but it will still be mitigated by resistances. So if you do 30 damage with a slay multiplier of 0.5 (for 45 damage total) and are attacking a monster with armor of 40, you will actually do 15 damage, not 5.
--- interesting changes to the monsters ---
I envision some changes to the monster list that go beyond just slapping on this armor number. Armor ratings sort of serve as extra HP, especially to finesse heavy characters. This may involve rescaling some HP values. The monster I'd like to focus on are golems. I envision these guys (from stone to eog) as having very high armor values, something like 50 or so. For compensation for this, I want to lower their HP, so that an eog golem goes from 1050 to 500, and a stone golem down from 125 to about 70. Meaning, golems are now more vulnerable to death by magic, which I think is ok. (I will not be changing, drolems, bone golems, and bronze golems, as these are fundamentally different creatures. As for silent watchers, the outcasts of the golem world, I haven't thought much about yet.)
I'm expecting golems to be a class of monsters that a finesse character *cannot* kill through combat. Warriors will need a swap. Rangers and rogues will need to include devices in their inventory to handle them. If you have major problems with this, please air them.
Nevertheless, the combination of heavily armored + resist_all is highly discouraged. Because then finesse characters have no way of killing them. (see above with regard to Multi-hued dragons). There might need to be removal of cold resistance from the deeper golems due to this problem (or lower their hp even more).
---armor from missiles---
Not sure on this yet, suggestions welcome. I'm thinking there needs to be a multiplication factor here to account for the difference in blows per turn and shots per turn.
---armor from spells?---
Open question, do we want monsters to be able to absorb damage from certain spells, like magic missile?
Bah, that took a while. I was planning to start inputting evasion values tonight...I think it'll have to wait until tomorrow.
The basic idea is heavily armored monsters have the capability of absorbing some of the damage from player attacks. If you try to attack a iron golem with a dagger, it doesn't matter how fast you hit it, you aren't going to do much damage. The idea is simple, an armor rating of N subtracts N damage points off of each blow.
Now, the idea I have is to allow a strong prowess * heft value to mitigate some of the armor damage. Assuming prowess goes from 100 to 600 or so, we can expect prowess * heft to top out at about 500 for characters that go all-out on prowess, and closer to 300 for characters using balanced weapons. I envision something like every 10 points of prowess eliminates 1 point of armor.
So, in pseudo-code
Code:
Adjusted_armor = armor - ((prowess * heft) / 10) if adjusted_armor < 0{ adjusted armor = 0} Damage = damage_roll - adjusted_armor
I don't know the ranges yet, it depends on how much damage per blow we get with weapons, and these values aren't available yet. Instead, I can give a vision for relative values based on the damage per blow of an at level high-finesse character. Call this DPBF, because i'm awesome at acronyms.
Brutally armored monsters (eog golem) will have armor = DPBF. Heavily armored monsters (ticks, ants, dragons, except for multi-hued!) will have armor = DPBF/2. Moderately armored monsters (lichs, demons, people) will have armor = DPBF/4. Multi-hued dragons will not be heavily armored, because then they'd be impossible to kill for a finesse character. They trade their higher HP and elemental resistances for a weaker armor rating.
---handling brands and slays ---
Once the effects refactor is done, we can (i think) separate the damage from impact to the additional damage from brands and slays. This damage will never be mitigated by armor, but it will still be mitigated by resistances. So if you do 30 damage with a slay multiplier of 0.5 (for 45 damage total) and are attacking a monster with armor of 40, you will actually do 15 damage, not 5.
--- interesting changes to the monsters ---
I envision some changes to the monster list that go beyond just slapping on this armor number. Armor ratings sort of serve as extra HP, especially to finesse heavy characters. This may involve rescaling some HP values. The monster I'd like to focus on are golems. I envision these guys (from stone to eog) as having very high armor values, something like 50 or so. For compensation for this, I want to lower their HP, so that an eog golem goes from 1050 to 500, and a stone golem down from 125 to about 70. Meaning, golems are now more vulnerable to death by magic, which I think is ok. (I will not be changing, drolems, bone golems, and bronze golems, as these are fundamentally different creatures. As for silent watchers, the outcasts of the golem world, I haven't thought much about yet.)
I'm expecting golems to be a class of monsters that a finesse character *cannot* kill through combat. Warriors will need a swap. Rangers and rogues will need to include devices in their inventory to handle them. If you have major problems with this, please air them.
Nevertheless, the combination of heavily armored + resist_all is highly discouraged. Because then finesse characters have no way of killing them. (see above with regard to Multi-hued dragons). There might need to be removal of cold resistance from the deeper golems due to this problem (or lower their hp even more).
---armor from missiles---
Not sure on this yet, suggestions welcome. I'm thinking there needs to be a multiplication factor here to account for the difference in blows per turn and shots per turn.
---armor from spells?---
Open question, do we want monsters to be able to absorb damage from certain spells, like magic missile?
Bah, that took a while. I was planning to start inputting evasion values tonight...I think it'll have to wait until tomorrow.
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