Post by drspendlove on May 6, 2019 7:52:51 GMT -5
Now that I know that armor reduces a percentage of damage, I think we can consider adding a flat damage reduction component for special armors, special foes, and special buffs. I'll call this "Hardening" but the name isn't really important to me.
Hardening 10 would reduce damage AFTER armor percentage deduction by 5-10 points, down to a minimum of 1 damage. If the attack is piercing, hardening could be completely bypassed. (Alternatively, to be consistent with other TB games, it could be reduced to 0-5 points but I'll assume it's bypassed for the sake of this suggestion.) This would make piercing hits and lowering deflection ultra important against foes with this characteristic. Examples where this would be interesting:
1. A Carapace type Xeno with 140% Deflection, good armor %, and 20 Hardening. This foe would be especially difficult to face with more defensive blades and most pistols. HMGs and Sniper rifles would be a soft counter to this. Lowering deflection would be a key strategy for dealing reliable damage. Bio-Poison and Bleeding would be an alternative to whittle it down if direct damage is too weak.
2. A Particular heavy armor with a large initiative penalty but Hardening 12 on top of its normal armor %. This armor would present serious defensive capability, especially versus weaker foes. But if a critical hit comes in, it won't matter so much. Still, a front-liner could apply a buff and tank damage from many foes considerably longer than in the current meta.
3. A bodyguard talent adds +40% Armor and Hardening 16 to himself for 12 initiative. This places priority on buff stripping, although the attack that causes the buff stripping probably won't cause a ton of damage itself. High plasma damage builds will bypass both the armor and the hardening, making a human type have a decent vulnerability to non-physical damage.
Hardening 10 would reduce damage AFTER armor percentage deduction by 5-10 points, down to a minimum of 1 damage. If the attack is piercing, hardening could be completely bypassed. (Alternatively, to be consistent with other TB games, it could be reduced to 0-5 points but I'll assume it's bypassed for the sake of this suggestion.) This would make piercing hits and lowering deflection ultra important against foes with this characteristic. Examples where this would be interesting:
1. A Carapace type Xeno with 140% Deflection, good armor %, and 20 Hardening. This foe would be especially difficult to face with more defensive blades and most pistols. HMGs and Sniper rifles would be a soft counter to this. Lowering deflection would be a key strategy for dealing reliable damage. Bio-Poison and Bleeding would be an alternative to whittle it down if direct damage is too weak.
2. A Particular heavy armor with a large initiative penalty but Hardening 12 on top of its normal armor %. This armor would present serious defensive capability, especially versus weaker foes. But if a critical hit comes in, it won't matter so much. Still, a front-liner could apply a buff and tank damage from many foes considerably longer than in the current meta.
3. A bodyguard talent adds +40% Armor and Hardening 16 to himself for 12 initiative. This places priority on buff stripping, although the attack that causes the buff stripping probably won't cause a ton of damage itself. High plasma damage builds will bypass both the armor and the hardening, making a human type have a decent vulnerability to non-physical damage.