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Author Topic: Combat and Armor  (Read 607 times)

Zonk

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Combat and Armor
« on: August 09, 2006, 02:58:00 pm »

Hiya. I did a bit of adventuring with an axe-wielding dwarf and noticed some weird things with how protection is supposed to work.
I attacked a wild horse with my axe, and several times my blows 'glanced off'dealing no damage. Then I got a blow that CLOVE ASUNDER the poor horse and threw it's body like 7 or 8 squares away. I also noticed how some animals, like hippos, can make almost any thing 'glance off'. After looking the /raw/objects(yes, I've started doing spoily thigns!) directory at items_armor and at some creature info, I got the feeling doesn't actually reduce damage from every blow, but just makes blows completely glance off...Is this just a feeling(I didn't playtest that much), or is it actually the truth? Because if it is so, then it is quite weird, compared to the level of complexity and realism the rest of the game has.
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Elethiomel

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Re: Combat and Armor
« Reply #1 on: August 09, 2006, 03:29:00 pm »

Well, armour is *supposed* to make things "glance off". That's what it's there for. Not to reduce damage - to eliminate it. Wild animals shouldn't have that effective armour though, IMO.

If you have an axe head coming at you with a strong two-handed blow behind it, the only way you can significantly reduce the damage you take is to have it glance off your armour. If it stops in your armour it will probably penetrate the armour, or at the least dent it severely (if it's metal) so you get seriously bruised.

Modern armour works differently, of course, because it is designed to withstand bullets that, on the whole, have less kinetic energy than an axe head swung by a strong man.

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Toady One

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Re: Combat and Armor
« Reply #2 on: August 09, 2006, 05:12:00 pm »

Armor is not a percentage.  Things like block '70' are in the same units as weapon damage.  The reason shots glance off large beasts is because of the size modifier.  Size has a very large impact on damage.  However, one of the combat Reqs is to have relative body part sizes which should help a bit.  Then a horses legs would become more vulnerable.

That said, of course hacking an axe into a horse should generally do more damage -- but it should generally do more damage to a human too.  Virtually any well placed strike should, in real life, be a sever.  If you want to make things more realistically, you can double all the damage values, but it might be less fun.  It would make the inherent instadeath in the system even more frequent anyway.  The number are there to be played with, though.  I didn't come up with them in any super-reasonable way.

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Captain_Action

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Re: Combat and Armor
« Reply #3 on: August 09, 2006, 10:59:00 pm »

If you want to really go nuts, look into the combat system used in the game Titan Quest.

If you get hit for 100 damage and you have 100 points of armour then the damge will be reduced by 66% for a total of 33.(skills/magical items in the game can change this value) If you were hit instead for 110, then the result would be reduced 66% for the first 100 points, then the remaining 10 will go through and make the total 43.

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Zonk

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Re: Combat and Armor
« Reply #4 on: August 10, 2006, 07:27:00 am »

Understood, although I seem to recall that, some time ago, you said that material doesn't affect the actual efficacy of armor/weapons, just it's bartering value - something that probably needs to be fixed.
About the Titan Quest system, I think a more realistic system would involve armor reducing damage or converting it to a less-dangerous-form - for example, a Chainmail might turn slashing damage(dangerous)in bruising/blunt one, which isn't as bad - if the chainmail's penetrated/broken, though, some sharp damage will get through.
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