sri, 2. svibnja '07 u 11:15
Combat Changes
There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger.
New Values:Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow
Miss
NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player’s chance to miss. Buffs and the strength stat reduce the chance to miss.
The base miss chance for melee and Manual-Aim mode is 0%.
Dodge
Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.
Block
Block is a defender attribute that has a chance to mitigate additional damage based on the defender’s block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value.
Parry
Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.
Strikethrough
Strikethrough is a type of critical which instead of adding damage will bypass a % of your target’s armor. Strikethrough amount is based on the attacker’s Strikethrough Value.
Evasion
Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender’s Evasion Value.
Punishing Blow
A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.
Updated Values: Glancing Blow, Devastation, Heavy Weapons, PvP Damage Reduction
Glancing Blows
The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.
Devastation
The Commando heavy weapon attribute Devastation damage bonus has been reduced from 200% to 150%.
Heavy Weapons
Base Heavy Weapon damage has been reduced from 115% to 100%.
PvP Damage Reduction
The Player vs. Player damage reduction has been reduced from 25% to 0%.
Direct Target vs. Area Effect Combat Results
Hit Types for a direct target attack are Miss, Dodge, Parry, Block, Glancing, Hit, Strikethrough, Critical, and Punishing Blow.
Hit Types for Area Effect attacks are Glancing, Block, Evade, Critical and Punishing Blow.
Note that most Heavy Weapons are treated as Area Effect attacks.
Player Attributes
The way in which player attributes feed into the combat formula has been altered.
Stamina & Constitution remain unchanged.
Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.
Agility: Affects Dodge, Parry and Evasion Chance
Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.
Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.
NPC Combat
Creature type NPCs now have the ability to perform special attacks.
NPCs will now be less inclined to leave the area while fighting indoors.
The idle time between decisions for NPCs has been removed.
NPC Statistics
Normal class NPCs above level 10 have gained an Armor Rating.
The Armor Rating gain scale for Elite and Boss class NPCs has been increased.
The Damage Value gain scale for Normal, Elite and Boss class NPCs has been increased.
--------------------------------------------------------------------
Inthe next build we push out to TC you should see an exciting change to the way players are able to protect themselves from DoT style damage.
One of the things we have noticed during playtesting of Beast Master and feedback from the forums is the incredible amount of damage that DoTs (Damage over Time effects) such as poison, disease, and fire are doing.I had a few chubas tear into me with a few disease DoTs.The DoTs add to the flavor we just placed on all the creatures in game so we don't want to remove them.The core power of any DoT effect derives from the fact it completely bypasses all armor that the defender is wearing.The route we are taking is "Special Protections" on armor will now provide damage reduction against matching DoT style effects.IE. heat protection will now reduce fire DoT effects, acid against poison etc.
Being able to protect yourself from a portion of the damage DoTs will bring even more choice to the battlefield.
--------------------------------------------------------------------
Hey all, taking a second to give you some more information on the changes we've made to armor and DoTs.
First off, it's important to note that there are two types of defense versus DoTs. There's absorbtion, which reduces the amount of damage each tick of the DoT causes. Then there's resistance which is the chance for the DoT to have no effect at all.
The amount of DoT damage your armor absorbs will be 1/2 of what it would mitigate for normal damage. So if your armor mitigates 40% of normal damage then your armor will absorb 20% of DoT damage of that type. So a DoT that would normally tick for 350 will tick for 280.
Here's how the different types of DoT damage map to the various protections:
Bleeding - Kinetic Protection
Energy - Energy Protection
Fire - Heat Protection
Acid+Poison- Acid Protection
Disease - Cold Protection
In addition to this, different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type. Gloves, boots and other slots that don't give any increased protection aren't counted. Pieces of armor that cover multiple slots at once, such as wookiee armor, will count for the number of slots that armor covers.
The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection. The maximum protection is about 60% resistance. The following lists what types of armor resist what DoT effects:
Assault Armor: Resistant vs. Fire/Acid
Battle Armor: Resistant vs. Poison/Energy
Recon Armor: Resistant vs. Bleed/Disease
The other addition to resistance is a "per tick" resist check. If you make this resist check, the damage caused for that tick is reduced.