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What Is Armor 2.0 And Why Should I Care?


Archistopheles
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Uh, that makes sense. Only problem is, wouldn't you agree that by the point a 'lowbi' gets access to some good viral weapons, he will no longer need to limit healing effects? 

 

I mean, I can see the use of it, but right now, there isn't really any content that would need it, or even desire it for better DPS.

There's no reason they can't be extensible and open up avenues so that they can add content like that. 

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Teeny-bump.

 

Nobody seems to mind that "Armor ignoring" weapons are no longer going to exist...

Armor-ignoring weapons were only important in the context of fighting high-level enemies with armor ratings so high that other damage types were made insignificant.

 

Which leads me to my question: how does this new system address the original problem of armor scaling on high-level mobs?

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Which leads me to my question: how does this new system address the original problem of armor scaling on high-level mobs?

 

There was a whole section of the chart we got talked about the AP bonus, instead of the AP elemental.

 

I assume AP will be a mod still, but I was hoping someone else would offer their interpretation.

 

Somehow puncture damage would surpass slashing damage at a certain armor rating, but again, it looked like the ramblings of a mad-man.

Edited by Archistopheles
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Teeny-bump.

 

Nobody seems to mind that "Armor ignoring" weapons are no longer going to exist...

 

I coulda sworn that's what "Impact" weapons were. Then again, the three damage options all sound like classic armor mitigation damage types, so Impact might not be the same as the Physics Impact of old... Still, the biggest call to that camp was that high level enemies had absurd armor values that made them more absorbent to most gunfire than Spongebob. If the new armor system keeps things in line so that Level 160+ enemies aren't unkillable tanks against anything that isn't a tricked out secondary weapon, I don't mind seeing it go bye-bye.

 

Somehow puncture damage would surpass slashing damage at a certain armor rating, but again, it looked like the ramblings of a mad-man.

 

I can see the sense there. I do hope that some of the existing melee weapons become good options for puncture as well though, or melee centric builds might suffer on that scale.

 

Still very interested to see what guns get changed into the new damage models. An idea of what to expect would be swell for preemptive building.

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What this also seems to mean is that armor ignore is basically going away.

 

Every enemy is going to have a kind of gradiated armor to all the different types of damage instead of just full damage or reduced by armor like it is now.

Edited by A1CZERO
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I'm still unclear on how "Reduces health max" matter at all, but overall I am very interested in the combine system. 

Well, it'd probably damage health through shields and stop health from regenerating, which I believe Phorrid is known to do, and healing ancients pulses won't be as effective if enemies can't be healed up to max hp. 

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