On the topic of RNG, originally it was slated as a possible inclusion under one of three requirements:

  • It must be an AoE skill so as to be able to hit many targets (and be very likely to always do something)
  • If it is single target it must have multiple effects or lesser effects if it fails so as to always do something
  • Or the RNG must not be the main focus of the skill, such as very high damage and the RNG portion isn't the main focus (So as to always deal damage with a small bonus sometimes).


A common thread you'll see here is that every spell must do something.
I think a system like this could work okay, but in the end the status system proposed fully won out.
RNG is not slated for being added, and RNG that will exist in the form of dodging/missing will be easy to overcome with a few status effects.

Proponents of RNG will say it is there for risk management; While this can be true, the approach I'm instead going for is with an across-the-board reduction to the amount of CC the player can lay, risk management will take place in the form of reducing the amount of threat the enemies who aren’t stunned pose rather than trying to minimize the chance for your stun not to fail.

As far as teleports go; The skill overhaul will apply to enemies as much as players. Pheonix Dive/Cloak and Dagger/Tactical Retreat are all slated for removal (Or possible placed at much higher levels/tiers. Possibly.)
And I fully intend to remove the vast amounts of teleports every enemy and their dog seems to have. (And I do mean their dogs. I'm pretty sure their dogs also get like 15 teleports.)

Too much AP in a turn; the idea to fix this is to make AP stacking a lot less possible (Adrenaline will remain as 2 AP under the AP system and will take 3 AP instead, but will upgrade at rogue of 8 so as to gain 3 AP instead).
This isn't to say ways to increase AP won't exist; it just means that it'll be functionally impossible to use all of them.
Time Warp's AP cost will be increased to 6 if it stays at all.
Most source skills in the game I'm currently debating towards removing their source cost and as a general rule of thumb, adding it to their AP cost, and then scaling the AP cost up by ~1.5x to be inline with everything else.

The purpose of armor restoring is to make sure that if someone does decide to stack AP to break through someone's armor and get at their vitality and stun them, that's their prerogative. But then the enemy's armor will restore and you'll have to somehow do it all over again. Armor shouldn't be impossible to break through; But it should be very difficult to break through multiple times in a row unless the player specifically focuses that one enemy with their full power.
On top of this, breaking through armor is absolutely required because otherwise you'll be dealing 0 damage to their vitality, which is the reasoning behind armor now acting as damage mitigation instead of damage immunity.

For multiplicative damage, the only way to increase damage is via the Weaponry proficiency (which only increases weapon damage), the Might attribute, crits, and then status effects. Status effects are planned to mostly increase might rather than damage directly, though a few may deviate (Such as potentially Death Wish or re-addition of Oath of Desecration).
Weaponry will likely stack additively with Might due to how damage is calculated.

While those things are of course some of the key problems with combat, I'm not here to do a halfway job. While fixing those issues may help the game immensely, I'm also here to fix all of the other issues.
And I don't know why RNG keeps getting brought up; I don't intend to add RNG to the game in any serious form.
Perhaps it was my statement about using knockdowns twice; That will be present, but it will not be RNG driven. It was to demonstrate that I didn't need to read tooltips or alike before doing literally anything in DOS:EE, I did what I wanted to happen.

In my effort to keep the document as brief and readable as possible, there's a fair amount of stuff not in the document but I think I'm going to take some time today and add a new tab to make it more inclusive.