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Joined: Dec 2015
Location: Finland
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stranger
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stranger
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Joined: Dec 2015
Location: Finland
Step #1:

Merge the Physical and Magic Armor into ONE Armor resistance
This allows Party synergy with multiple specializations (i.ex. Magic and Physical damage).
Pretty straight-forward.


Step #2:

Use RPG and Immersion to re-balance it
So that the weapon type/ element affect the Armor/ Health in an immersive way.

For Physical damage:
Some examples: Maces deal more damage to Armor than a Sword, but Sword cause bleeding once the Armor is teared down. Axes deal even damage (they can be used as hammers). Spears have high crit chance. Sneak Attack ignores Armor (a classic). Crossbow is better against slow Armored targets etc.

For Magic damage:
Magic schools affect Armor and Health in realistic ways, for example: Aero affect Armor more than Idro, but an electrified pool is even more effective. Fire can melt armor, so is more effective than Geo, but Geo is deadly once the Armor value is nullified, again, a pool of burning oil is even more effective regardless of Armor value. Poison ignores armor, etc etc


Of course, this is just my humble opinion, but I am firmly convinced that this is the way to keep things "interesting" while rewarding the player for experimenting and opening the experience to further Role Playing.

Take it or leave it, these are my 2 cents

Joined: Oct 2017
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stranger
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Joined: Oct 2017
What if instead of dealing more or less damage to armor to health, there were different piercing ratios. Such as (following your immersion suggestion) maces deal more damage through armor than swords, but swords deal more damage once the armor is gone etc.

Thus, you still have options for dealing damage, but are also not guaranteed to get some effects off.

Joined: Sep 2017
apprentice
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apprentice
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This is not a bad idea, well done.

However; due to the way debuffs are resisted you can't have certain damage types ignore armour completely. I do think this is a good idea, especially if physical damage types(with associated resistances) are introduced.

Joined: Oct 2017
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stranger
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Joined: Oct 2017
I feel dirty linking my own post but see this:

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=629922#Post629922

The thing is in your suggestions:

1. Merging Armor will not change much, the goal will still be breaking as much armor as possible via magical or physical.

2. Then again, the armor damaging weapons will always take priority, since getting rid of the armor opens up the path for effects to go through.


Moderated by  gbnf 

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