Poll

What do you think about the current attack and armor types?

The current system is fine
2 (33.3%)
A change must be done
4 (66.7%)

Total Members Voted: 6

Author Topic: Attack/Armor Types  (Read 2223 times)

Aeroblyctos

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Re: Attack/Armor Types
« Reply #15 on: April 24, 2011, 09:21:00 am »
Actually I don't see that this could work except if player could actually change attack types. Then this would be tactical.

Tears

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Re: Attack/Armor Types
« Reply #16 on: April 24, 2011, 10:02:54 am »
I agree with the element armor. They fit better with the campaign because all characters have their element, bosses and dragons also have element (I remember you said about Ice dragon, Fire dragon, Emerald dragon..)
And of course it's more more tactical.
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phasekill

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Re: Attack/Armor Types
« Reply #17 on: April 24, 2011, 07:55:12 pm »
Quote
I agree with the element armor. They fit better with the campaign because all characters have their element, bosses and dragons also have element (I remember you said about Ice dragon, Fire dragon, Emerald dragon..)
Thats what i was thinking about the bosses themselves, just for a realisms sake and it could be pretty cool :)

Quote
Actually I don't see that this could work except if player could actually change attack types. Then this would be tactical.
Mayhap this is true; but considering our 3 players we would naturally have fire, ice and lightning? The player would at least control each attack type. Perhaps, and this makes no realistic sense, but in some boss fights you could add a building like a totem/shrine or something that when attacked briefly empowers the attacker with a different element for like a minute. Its kinda random.

Aeroblyctos

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Re: Attack/Armor Types
« Reply #18 on: June 29, 2011, 04:42:22 am »
Hey everyone.

I'm still searching for a correct answer to Attack and Armor types. Something must be done to them.

So if anyone has any great ideas please share them with me.

Tears

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Re: Attack/Armor Types
« Reply #19 on: June 29, 2011, 08:32:12 pm »
Now in this topic there are 2 main ideas: one is Paper-Scissor-Rock type (Element Armor and Attack), and one is damage reduce type (Hero Armor and Hero Attack).

If you are not sactified enough then try combine them.
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Aeroblyctos

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Re: Attack/Armor Types
« Reply #20 on: June 30, 2011, 03:58:01 am »
What about no attack & armor types?

LucasMapurunga

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Re: Attack/Armor Types
« Reply #21 on: July 01, 2011, 03:44:14 pm »
First of all, hello.

Well, attack and armor types work well for warcraft 3 and strategy games, where the balance of different units make the difference.

Now, look to TCO. We have 3 heroes, the 3 of them with different attack types, which means they will do different damage to different armors. I guess this is not the best. Why?

Cause if you put, for example, Fradz, as your main DPS, and then for some weird reason there's a boss with Light armor (that for some WEIRDER reason is strong against slashing), then the damage is reduced...

Most RPG games use physical and magic attack, not different type of physicals. It's less realist, but easier too balance, I guess.

Elemental, as someone said in this topic, is a good thing, but it don't solve the question (unless equips change the attack type)...

So I guess we could revive the old system (that was good) or just keep this one (that is good, too) but making some changes...

Senseless, I guess  :o , but if there's a change to be done, the change has to be significative... otherwise, I think its best to keep this system...

btw : why slashing is weak against light armor ?  :P
I usually don't hang in chat, so if you want, for some weird reason, communicate with me, send me a pm :)

My favorite character is
Phodom, Fradz is insane. And... Galeoth

Aeroblyctos

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Re: Attack/Armor Types
« Reply #22 on: July 02, 2011, 07:22:26 am »
I don't remember anymore. What was the old system?

And I don't remember anymore about why Slashing is good against Light. Probably because every attack type needed to be good against something.

Aeroblyctos

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Re: Attack/Armor Types
« Reply #23 on: July 07, 2011, 05:17:59 am »
Hahaa, double post. What do you think about this idea:

Attack types:

Blunt(physical)
Sharp(physical)
Magical(magic)

Armor types:

Light - Takes 100% damage from physical attacks and 60% from Magic.
Medium - Takes 80% damage from physical attacks and 80% from Magic.
Heavy - Takes 60% damage from physical attacks and 100% from Magic.
Sturdy - Takes 25% damage from physical attacks and 100% from Magic.
Elemental - Takes 100% damage from physical attacks and 25% from Magic.

Witardo

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Re: Attack/Armor Types
« Reply #24 on: July 17, 2011, 11:28:09 pm »
I think the current system is fine, just need to be improved further like making an armor/attack type for gigantic creatures (a hammer like Phodom's deal blunt yeah, but a colossal creature's punch sounds more like siege attack-type). All attack-types should have strenghts and weakness they just need to have sense like a Blunt deals more damage to Heavy than a Slash since you can barely cut through a plate mail but a bash in your chest still hurts whatever armor you wear, Blunt weakness sound like small creatures or "bodyless" like a sludge.

The fact this campaign does not use that innecesary hero attack/armor-type is one of the things that make it more sexy, I agree they are not just normal persons but, isn't that going for bosses too? We're not talking about a melee map, we're talking about a whole "new world" where everything is possible but greatly close to the eralism of reality, a hammer, a sword, and a bolt out of a mage's finger will not deal same thing to everything.

For the ones that complain about "X hero is weak against Y boss", did you notice you control 3 heroes? Make them work as a team, if you manage to complement one's weakness with other's strenght, they will work as if you had 1 over-powered hero.

Blackdoom59

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Re: Attack/Armor Types
« Reply #25 on: July 18, 2011, 02:46:08 pm »
Blunt-75% to medium . 100% to heavy . 125% to light , 5% to divine
Slashing-125% to medium, 75% to heavy 100%  to light , 5% to divine
Magical-100% to medium , 125% to heavy 75% to light , 5% to divine
Chaos-100% to all armor types
Spells-100% to medium , 105% to heavy , 95% to light , 80% to divine and bonuses depending on the specified element.

Medium-75% from blunt , 125% from slashing , 100% from magical , 100% from chaos
Heavy-100% from blunt , 75% from slashing , 125% from magical , 100% from chaos
Light-125% from blunt , 100% from slashing , 75% from magical , 100% from chaos
Divine-5% from blunt , slashing , magical.150% from chaos




Fire-10% bonus against heavy , 20% bonus against medium , 30% bonus against light
Ice-20% bonus against heavy , 30% bonus against medium , 10% bonus against light
Lightning-30% bonus against heavy , 10% bonus against medium , 20% bonus against light
Darkness-50% bonus against heavy , 0% bonus against medium ,15% bonus against light
Holy- 25% bonus against heavy , 0% bonus against medium ,50% bonus against light
Arcane(non elemental)-0% bonus against heavy , medium , light , 60% bonus against divine
Sounds good? ;D

Witardo

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Re: Attack/Armor Types
« Reply #26 on: July 18, 2011, 03:52:45 pm »
That need some common sense.

Blunt-75% to medium . 100% to heavy . 125% to light , 5% to divine
Slashing-125% to medium, 75% to heavy 100%  to light , 5% to divine
Magical-100% to medium , 125% to heavy 75% to light , 5% to divine
Chaos-100% to all armor types
Spells-100% to medium , 105% to heavy , 95% to light , 80% to divine and bonuses depending on the specified element.

Medium-75% from blunt , 125% from slashing , 100% from magical , 100% from chaos
Heavy-100% from blunt , 75% from slashing , 125% from magical , 100% from chaos
Light-125% from blunt , 100% from slashing , 75% from magical , 100% from chaos
Divine-5% from blunt , slashing , magical.150% from chaos

This part: You see what I mean? A complete nerf for physical classes, there should not be such a thing like divine armor, maybe "Dragonscale" which takes lower damage from all attack types, but making it lower than 50% why? Just make the boss have more HP.
This one: I would swap those, a Slash deals more damage to light armors while blunt could get more benefit from breaking through a medium armor.

Fire-10% bonus against heavy , 20% bonus against medium , 30% bonus against light
Ice-20% bonus against heavy , 30% bonus against medium , 10% bonus against light
Lightning-30% bonus against heavy , 10% bonus against medium , 20% bonus against light
Darkness-50% bonus against heavy , 0% bonus against medium ,15% bonus against light
Holy- 25% bonus against heavy , 0% bonus against medium ,50% bonus against light
Arcane(non elemental)-0% bonus against heavy , medium , light , 60% bonus against divine

Just pair of things here, like
 - Lightning should have bonus against medium and weak to light.
 - Ice bonus for light and weak to heavy.
 - Fire bonus to heavy and weak to medium.
 - Arcane no bonus and no weakness.

For darkness and holy can't say, every gamer has a different thinking about those and last word is for Aero, but let me give sense to what I said. Think about what those armors are, Light is Cloth, the prefered by mages for mobility, which doesn't keep them warm enough and can't hold a sharpened shard of ice, but it hasn't been invented yet a Cloth that helps electricity. Medium armor should be the kind of Leather which makes semi-conductor while is fire-proof. Heavy is the kind of Scales and Plates, think about a reptile, they have cold-blood they can live in any cold place but if you wear any kind of metal, you will LOVE to have a drink after getting out of an over-heated heavy junk.

Sounds good? ;D

Overall good work ;) .

Aeroblyctos

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Re: Attack/Armor Types
« Reply #27 on: July 19, 2011, 03:05:26 pm »
I was thinking back then element type of attacks. But I feel like they are only for spells, not for basic attacks. Back then I was also thinking about system where you could change your attack element to make the battles even more tactical. This however never was done because my friend never finished the system for me. I withdraw from the system and wanted to keep everything simple, but not as they currently are.

So... I think I don't need to say more.  Sorry guys, but I actually believe that the system I already created and added to the campaign is actually good enough.

After the next version comes, and if you're not satisfied about my idea come then tell me about it and we can discuss. For now I'll keep the current system and just try to make the next version soon as possible.

Thanks for your input. The thread is now closed.