Hello everybody,
I was thinking a new affix that convert a part of a hit you received (after mitigation)into damage over time. That dot would not go through any kind of dot specific mitigation since your defences have already been applied.
What are your thoughts?
This is sometimes called âDamage staggerâ and I think its bad for clarity in how much damage the player is taking.
For example petrified blood in path of exile, it generally works okay, but its path of exile, its very complicated and there is many forms of recovery/mitigation to help make this mechanic work.
But in chronicon, during the early access at one point the berserker class had this as a baseline feature, because its thematic/useful to melee characters who can shrug off damage and leech it up etc. However the dev eventually had to remove it because to many people were randomly dying and confused âwhy did I die 3 seconds later?â well because you took more damage then you could take, and the damage stagger killed you.
Like lets say you convert 25% of hits into a DoT that damages you over 3 seconds, you get hit 4 times in a frame, and are left with 25% health, that means each hit did 25% AFTER 25% was removed, 25/0.75 =33% of your health was actually dealt with each hit. So now you have what amounts to 32% of your health in damage that will happen in the next 3 seconds, so you will take roughly 11% of your health each second for hte next three. if you dont have leech rolling or enough regen to heal 9% of your health over 3 seconds, you simply bleed out to the degen. Despite having a quarter of your health bar left after the engage. Edit: fudged my math, but tldr; dying when you have over 25% of health is bad for perception 2 lazy 2 fix.
This leads to in my experience, shitty feeling deaths every single time. Because while most players know they have damage stagger, when getting chunked but not brought to a sliver, you will live. but there is many situations where you feel like you escaped, but really you didnt but your death is delayed.
I guess my tl;dr is it adds complex mechanics to EHP/perception of life or death, which hurts more then it helps in the long run.
Also then you have to ask, how does it work with endurance? you count the damage when it was dealt, it undergoes no other damage mitigation, this means endurance is almost useless, because you are gonna get knocked to right before your endurance, and that unmitigated by endurance damage is gonna melt you.
Thx the reply, itâs very interesting.
Edit : there is one thing I am not sure I follow you.
Itâs the endurance interaction.
It doesnât matter for endurance when you take the dmg. If the hit would have dipped in the hp protected by endurance it will still apply.
It matters because you want to delay it. At the time of the hit you could be under endurance threshold, but after 1 second you can be above it again. Should you still be protected? Or the other way around, should endurance protect you if it shouldnât work at the time of the hit, but after 1 second you are under threshold?
As for the visibility, it could be somewhat solved by visally applying DoT on you, like ignite or several.
As for frustration of dying and not knowing why. Well itâs frustrating even if you know why (maybe simply less, but still). I often still donât know why i died. It just says âFIREâ or âVOIDâ like it matters.
Make sense. I did not get it on with dice explanation.
Endurance always functions as the latter, it will affect any damage taken below the threshold regardless of whether you were above the threshold when the hit was taken. If youâre 100 hp above the threshold & get hit for 250 damage, endurance affects the 150 damage that is below the threshold.
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