Hello! I've been looking for more info on this and figured I'd ask directly, pertaining to damage types and mitigation:
Damage Types
- Will there be differing damage types, beyond just physical/magic, that will have different levels of effectiveness against different armor types? Basically, more sub-types of damage such as Physical-Piercing or Physical-Bludgeoning? Magic-Fire vs Magic-Ice?
- If so, will these damage types be bound to weapons or actions? For instance could a sword be effective with a "Flat-Blade" type blunt attack as well as Slashing and Piercing attacks?
- Further, will different damage types (and sub types) be more effective against different mobs in PvE scenarios? Fire vs Plants or Lightning vs Fish? My experience FFXI weighs heavily on mechanics like this, where as it felt less impactful in other MMO's.
Mitigation Types
- I thought I heard in one of the Q&A sessions w/ the Intrepid team that some armor will do better against physical vs. magical damage, but does it get more granular with successive sub-types such as Mail vs Plate vs Leather, when it comes to damage types?
Example Damage/Mitigation
- Slash | most effective against cloth | least effective against plate/heavy
- Pierce | most effective against mail | least effective against leather
- Blunt | most effective against plate/heavy | least effective against cloth
- Hack | most effective against leather | least effective against mail
With magic, a circular hierarchy along the lines of:
Fire > Ice > Wind > Earth > Lightning > Water > Fire
I am currently working on the specifics of a system like this for a small, turn-based RPG, but was wondering if this is applicable to an MMO such as AoC as well? If it is within the scope of the game design, I'd be glad to hear it. This sort of detail to combat adds a lot of flavor and depth to potential encounters.
Thanks!
Damage Types
- Will there be differing damage types, beyond just physical/magic, that will have different levels of effectiveness against different armor types? Basically, more sub-types of damage such as Physical-Piercing or Physical-Bludgeoning? Magic-Fire vs Magic-Ice?
- If so, will these damage types be bound to weapons or actions? For instance could a sword be effective with a "Flat-Blade" type blunt attack as well as Slashing and Piercing attacks?
- Further, will different damage types (and sub types) be more effective against different mobs in PvE scenarios? Fire vs Plants or Lightning vs Fish? My experience FFXI weighs heavily on mechanics like this, where as it felt less impactful in other MMO's.
Mitigation Types
- I thought I heard in one of the Q&A sessions w/ the Intrepid team that some armor will do better against physical vs. magical damage, but does it get more granular with successive sub-types such as Mail vs Plate vs Leather, when it comes to damage types?
Example Damage/Mitigation
- Slash | most effective against cloth | least effective against plate/heavy
- Pierce | most effective against mail | least effective against leather
- Blunt | most effective against plate/heavy | least effective against cloth
- Hack | most effective against leather | least effective against mail
With magic, a circular hierarchy along the lines of:
Fire > Ice > Wind > Earth > Lightning > Water > Fire
I am currently working on the specifics of a system like this for a small, turn-based RPG, but was wondering if this is applicable to an MMO such as AoC as well? If it is within the scope of the game design, I'd be glad to hear it. This sort of detail to combat adds a lot of flavor and depth to potential encounters.
Thanks!