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DR/DT balancing


SergeantHans

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Mr. Josh recently wrote

 

"Max default damage for most weapons/attacks will likely be lowered (in part because of increased Might, but mostly to normalize out the range), min dam through DT will likely be set to 20% (like F:NV) to make it woefully inefficient but less hopeless (it should also mostly eliminate sub-1 damage Grazes)."

 

Im not a big numbers guy but would not increasing armor %DR value while quite drastically lower the DT values and the quality gains (Fine, Superior etc) work in a similar way? Not a fan of getting rid of DT as i have seen some other post suggest.

 

What do you guys think?!?

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Mr. Josh recently wrote

 

"Max default damage for most weapons/attacks will likely be lowered (in part because of increased Might, but mostly to normalize out the range), min dam through DT will likely be set to 20% (like F:NV) to make it woefully inefficient but less hopeless (it should also mostly eliminate sub-1 damage Grazes)."

 

Im not a big numbers guy but would not increasing armor %DR value while quite drastically lower the DT values and the quality gains (Fine, Superior etc) work in a similar way? Not a fan of getting rid of DT as i have seen some other post suggest.

 

What do you guys think?!?

 

 

That it will turn out increasing might bonus from 2% to 3% changes nothing.

 

I am wondering if the Devs are even reading the forums. The real damage iis coming from crits, which is 50% increase. 

"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."

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That it will turn out increasing might bonus from 2% to 3% changes nothing.

 

I am wondering if the Devs are even reading the forums. The real damage iis coming from crits, which is 50% increase. 

 

Changing your weapon damage values to compensate for an increased might bonus to account for overall DR & DT balance is questionable. That alters the fundamentals in a way where might changes from being less about style, and more necessary than not. Essentially, players who now opt out of moving might above baseline (10) will be penalized, rather than simply forgo enjoyment of a bonus.

 

I agree in your pondering if they are reading these forums anymore. The only time I ever do meaningful impact with any weapon, spell, or ability is typically through a critical hit. Damage is secondary to accuracy, and that's where the real outcomes are decided.

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