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piercing weapons

Unstructured ideas, requests and suggestions for the development of the game.
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toramal
Posts: 18
Joined: Sat Jan 07, 2023 7:09 am
android_version: 11 - Android 11

piercing weapons

Post by toramal »

If there is a "damage resistance" in the game, then maybe you can add an "armor piercing effect" to the weapon? For example, our damage is 50-55, and armor penetration is 20%, the enemy has a lot of health and damage resistance is 30 units. It turns out that when attacking, the damage is calculated as follows: " character damage -- (damage resistance -- 20% armor penetration) = real damage.
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rijackson741
Posts: 4451
Joined: Tue Aug 20, 2013 2:04 am
android_version: 10 - Android 10
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Re: piercing weapons

Post by rijackson741 »

Interesting idea
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
toramal
Posts: 18
Joined: Sat Jan 07, 2023 7:09 am
android_version: 11 - Android 11

Re: piercing weapons

Post by toramal »

Thanks) According to physics, axes and hammers have increased "penetration damage" (they pay for this with a lower chance of hitting and high OD) swords and daggers have a lower level, for that you can hit "several times". Is it possible to implement on the engine?
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