Armour
March 16, 2008 on 4:16 pm | In Combat | No CommentsI’ve been mulling over how armour should work in W2 for a while now. Now it goes without saying that physical strength effects what classes wear what type of armour. So strong melee types can wear nice spangly metal armour, but physically weak caster types will only wear robes and such like.
Now in W2, armour will provide damage reduction against incoming attacks. I’ll be using what has become ‘traditional’, and each piece of armour will have a value. This gives you an overall armour value that based on your level gives a percentage reduction in damage (e.g. a hit of 100 damage will become 65 if a creature has 35% damage reduction).
One problem is that you can’t give cloth armour the same armour value as plate armour, so it needs to confir a different bonus.
In W2, I want armour to have multiple armour values, for different damage types. Probably physical and magical, and likely with special abilities for sub types (e.g. +X armour against fire). Now I feel that its a mistake to give casters more protection against magical damage than non-casters (they’ll likely get magical shields and stuff), but armour needs to confir some benefit. So currently I think that armour will have a power rating. This works in the opposite way to armour value, and that culmulativly and based on level it will provide an increase to magical spells. This means that getting good armour will be essential for all classes, melee types will last longer in combat, and caster types will cause more damage. Hybrids will get the best of both worlds in a manner of speaking.
Entries and comments feeds. Valid XHTML and CSS. ^Top^ Powered by WordPress with jd-nebula-3c theme design by John Doe.