Post by kablizzy on May 27, 2013 10:29:02 GMT -6
So, I got to thinking tonight, reading through some of the v3 development things, that we may be going about the concept of armor and evade and all that incorrectly.
Ponder this; FFT had the bright idea of Armor adding to your HP / MP / Etc. That's what armor does. It makes you tougher by simply adding numbers to your "Amount of damage I can take before I die" stat. But manually calculating this total through, what, eight slots of items is a bit off. So, I was pondering different ways to go about representing the concept of armor. Of course, there's damage reduction and the defense stat and all that, but I wanted to see what everyone thinks here.
And then I started thinking about WP. Each weapon has a certain amount of WP assigned to that weapon. A level, if you will. Each weapon has a specific level, and its relative power and usefulness is based upon that conceptual number.
And then I started pondering on Shield mechanics and evade. What's different about a shield and armor? Shields just block more damage, but I hate
So this came back around to the Block / Dodge / Evade / Glancing Blow (Damage Reduction) thing. My problem with this concept is that it makes calculations more convoluted. Evade is kind of this catch-all, and stacks with itself, and all kinds of silly stuff. But then I thought, "Why does evasion have to stack?" Shields can give Physical Evasion, other things can give Magical, right? Those don't stack. So, why would a Ninja's ability to flip out of the way of something stack with the heavy-assed tower shield they're carrying? Because that would actually hinder their ability to dodge, but they'd still have the shield to block with.
So, I'm just pondering and postulating and trying to figure out what direction is best here. I know we've had a bit of discussion on the topic, but I want the best of both worlds. I want a good, clean calculation as well as something that makes a good amount of sense and is easy to run. Is "Armor gives HP" the way to do this?
Ponder this; FFT had the bright idea of Armor adding to your HP / MP / Etc. That's what armor does. It makes you tougher by simply adding numbers to your "Amount of damage I can take before I die" stat. But manually calculating this total through, what, eight slots of items is a bit off. So, I was pondering different ways to go about representing the concept of armor. Of course, there's damage reduction and the defense stat and all that, but I wanted to see what everyone thinks here.
And then I started thinking about WP. Each weapon has a certain amount of WP assigned to that weapon. A level, if you will. Each weapon has a specific level, and its relative power and usefulness is based upon that conceptual number.
And then I started pondering on Shield mechanics and evade. What's different about a shield and armor? Shields just block more damage, but I hate
So this came back around to the Block / Dodge / Evade / Glancing Blow (Damage Reduction) thing. My problem with this concept is that it makes calculations more convoluted. Evade is kind of this catch-all, and stacks with itself, and all kinds of silly stuff. But then I thought, "Why does evasion have to stack?" Shields can give Physical Evasion, other things can give Magical, right? Those don't stack. So, why would a Ninja's ability to flip out of the way of something stack with the heavy-assed tower shield they're carrying? Because that would actually hinder their ability to dodge, but they'd still have the shield to block with.
So, I'm just pondering and postulating and trying to figure out what direction is best here. I know we've had a bit of discussion on the topic, but I want the best of both worlds. I want a good, clean calculation as well as something that makes a good amount of sense and is easy to run. Is "Armor gives HP" the way to do this?