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What Is Armor 2.0 And Why Should I Care?


Archistopheles
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so DE trying to fix whats not broken... nice.....

the problem was with armor, not elementals

Agree to disagree?  Resists were messed up as well as armor and the system was pretty lame imo the new one looks interesting bc it'll be more than just MOAR DAKKA

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Lower the armor curve, clamp the maximum value to something reasonable, and increase the hit point curve slightly.  I do see a fundamental problem with armor-ignoring weapons, but I think DE could strike a decent balance between them and other weapons if they wanted to.  

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Lower the armor curve, clamp the maximum value to something reasonable, and increase the hit point curve slightly.  I do see a fundamental problem with armor-ignoring weapons, but I think DE could strike a decent balance between them and other weapons if they wanted to.  

exactly

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That would make the current system dull. 

 

Whenever you're done adding damage, you thoughtlessly add more damage with more elements, stacked together.

 

With the combine system, you at least can make your weapon do more stuff than "more damage" or "even more damage". 

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What happens when you put a cold mod on an ignis? Will all the shots be blast damage? Also if two people shoot the same target with different elementals will both primary effects still be seen or will they turn into the combo effects?

 

As stated a few times in the thread, we aren't sure of the details yet.

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What happens when you put a cold mod on an ignis? Will all the shots be blast damage? Also if two people shoot the same target with different elementals will both primary effects still be seen or will they turn into the combo effects?

As stated a few times in the thread, we aren't sure of the details yet.

 

 

Gentleman, I present to you - the explosion thrower.  

 

 

(make it happen DE)

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If it hasn't already been leaked, the Design Council has been given a glimpse at the work Steve is doing for Armor 2.0.

 

At first glance it is simply a spreadsheet with numbers that is a little overwhelming. This thread is designed to open up discussion to "normies" (non-founders, it's not too late, buy now! Beat the Rush!) as well as simplify what Steve and DE are trying to do with this new armor system.

 

Note: I will not be listing everything perfectly accurate, so feel free to correct me or add info I did not

 

Lets start off with Basic Damage. It would appear that guns and melee will be split into three types of basic damage:

 

Impact

 

Puncture

 

Slash

 

Enemies are also being split into categories based on their composition:

 

Shield

Armor

Flesh

Infested

Robotic

 

Elements are staying the same:

 

Heat

Cold

Electricity

Toxic

 

Ap appears to be now a "bonus" instead of an element. (Need help deciphering)

 

 

The fun part starts with the new "Combined Elements" system which, to quote the document:

 

"1st tier elements combine, no more freezing fire, combinations evaluated in heat, cold, electricity, toxin order"

 

The word "proc" as in, "A chance to occur during use" a la MMORPG weapons is also used, meaning these new "Combined Elements" now come with fun effects and advantages!!!

 

Combined Element List

 

Blast (Heat + Cold)

Radiation (Heat + Electricity)

Gas ( Heat + Toxic)

Magnetic (Cold + Electricity)

Viral (Cold + Toxic)

Corrosive ( Electric + Toxic)

 

How cool is that? Plus, each damage type has a secondary effect!!! (Again, chances, or "procs")

 

Blunt - Knockback

Puncture - Target deals less damage

Slash - Bleed DoT

Heat - Fire DoT

Cold - Slow (duh)

Electricity - Chain lightning

Toxic - Poison DoT

Blast - Stun AoE

Radiation - Confused

Gas - Poison AoE

Magnetic - Reduces Shield Max

Viral - Reduces Health Max

Corrosive - Reduces Armor value

 

 

You can all probably guess what type of damage does more/less to each type of enemy:

 

Impact +d to shields & robots

Puncture +d to armor & robots

Slash +d to flesh & infested

Heat ++d to flesh, +d to infested

Cold +d to shields

 

etc etc, some have weakenesses, other elements do not.

 

What do you guys think?

 

Now where did you find all that about the mods? I looked all over and can't find a scrap of anything.

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I know a lot of the specific details aren't really known yet, but it really seems to me like this will just make things much more complicated and much harder to balance.

 

Are enemies going to have different vulnerabilities to the different combined damage types, or will the combined damage types act as a superset of the two combined elements?  IE, if I have Blast damage, does it count as dealing both Fire and Cold damage, or is "Blast" truly a unique element and enemies will have a separate "Blast" resistance?  If it's the later, that's a lot of damage types and resistances for players to keep track of... 

 

Are elemental mods going to stop adding damage and just convert your existing damage to that elemental type?  If not, how do you deal with the fact that different elements add different amounts of additional damage for each weapon type (IE, Rifle Fire mods being better than Rifle Cold mods)?  If these mods *are* doing damage conversion, will it be 100%?  IE, my gun stops doing "Impact" and does exclusively "Blast" instead?

 

If I want a slow on my weapon, I have to equip *only* a cold mod, and no other elemental types, sacrificing damage? (unless extra damage is removed from elemental mods)?

 

Are all elemental effects becoming procs only?  Is elemental damage proc-only also?  If so, will a procs-per-minute system or some time of damage/effect scaling going to be used to balance weapons with different fire rates?   

 

If damage is being left on elemental mods, won't people just pick the highest damage combo?  Especially if elemental effects will only be procs? 

 

Some of the elemental procs are AoE and some sound like they will be single target.  How will this be balanced?  IE, are we going to end up with "Gas damage is the best for defense and survival"?

 

Some of the elemental procs do additional damage (DoTs or AoE effects).  How will these be balanced against the effects that do not do extra damage? (IE knockback/confusion)?  Damage is king, and players will min/max to do the highest possible damage.  Why would a player pick every pick "confusion" over "poison AoE"?

 

Are we going to be limited to a maximum of two elemental type mods per weapon?  If not, can we have an alternate way to determine how our elements combine?  As I understand it, if I just throw all four elemental types on the same gun, I'd end up with Blast and Corrosive due to the static combination order. 

 

Is there going to be a major mod/weapon UI update as part of this?  The new system will introduce a lot of confusing new mechanics.  Without reading the forums, how are players going to understand how elements combine, what order they combine in, or what enemy types/vulnerabilities are?  We don't exactly have that today either, but at least today we only have three to memorize.  There will be four times the number of elemental damage types in the new system...

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I hope viral gets changed/translates as percent health damage. Another thing i hope for is there's incentive for pure tier 1 elemental builds like maybe the elements stack multiplicativly rather than additively (obvious spelling mistakes are obvious Ik >.>)

That would scale too well compared to all the other damage types, wouldn't it?

 

Although I don't see how 'reduces health max' makes any sense either...

What does it matter if the enemy's max health is lowered when you can just reduce his real health? It's not like enemies heal back if they stop taking damage, well I guess there's the ancient healer but 100 health every so often is hardly noticeable.

I guess, we can only wait and see for our selves when these changes are finally released.

Edited by CubedOobleck
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