Belanos Posted April 25, 2005 Posted April 25, 2005 I installed the IWD2 Ease of Use component that adds damage reduction to armour. Although I didn't really like the way it was done, a little overpowered IMO, I liked the general idea and it's inspired me to fiddle with it and change a few other things as well. These changes can be used in BG1 & 2 as well. Here's what I've come with so far: Light Armour: (Leather, Studded Leather) Damage Reduction Modifier: +1 (some damage is resisted) Damage Reduction Maximum Percentage: 70% THACO with Missile Weapons: no change Movement Rate: no change Medium Armour: (Chain Mail, Scale Mail, Banded Armour) Damage Reduction Modifier: +2 Damage Reduction Maximum Percentage: 80% THACO with Missile Weapons: -1 Movement Rate: -5% Heavy Armour: (Splint Mail, Half-Plate, Full Plate) Damage Reduction Modifier: +3 Damage Reduction Maximum Percentage: 90% THACO with Missile Weapons: -2 Movement Rate: -10% Bracers of Defence: Damage Reduction Modifier: +1 Damage Reduction Maximum Percentage: 70% THACO with Missile Weapons: no change Movement Rate: no change Since there's not much in the way of Scale and Banded in BG2, Splint mail could be considered Medium Armour for that game. If there's anything else that anyone can think of, let me know.
jester Posted April 25, 2005 Posted April 25, 2005 How does Damage Reduction Maximum Percentage work?
Belanos Posted April 26, 2005 Author Posted April 26, 2005 How does Damage Reduction Maximum Percentage work? <{POST_SNAPBACK}> It means that it doesn't work all the time. If it's set at 70%, like with Leather Armour, 30% of the time there's no damage reduction. I see it as getting in a lucky shot and getting through the armour at a weak point. It adds another variable in a battle and makes sure that range weapons, which are generally weaker in terms of damage done, are still useful. Especially when firing on a character equipped with Plate.
jester Posted April 26, 2005 Posted April 26, 2005 IIRC correctly I have read somewhere on a forum that low percentages are treated differently by the game than middle ones. A 1% chance happens more often than a 15% due to how the game makes sure it happens at all. Can anyone confirm/comment? This would actually make it more likely to be hit in plate than in leather, if that was true.
Belanos Posted April 26, 2005 Author Posted April 26, 2005 IIRC correctly I have read somewhere on a forum that low percentages are treated differently by the game than middle ones. A 1% chance happens more often than a 15% due to how the game makes sure it happens at all. Can anyone confirm/comment? This would actually makesit more likely to be hit in plate than in leather, if that was true. <{POST_SNAPBACK}> But I don't have a low percentage, I have Plate set at 90% of the maximum effect, so 90% of the time the damage reduction will work as set out. Even Leather is fairly high at 70%. So that bug won't have any effect, if what you say is true.
jester Posted April 26, 2005 Posted April 26, 2005 That is exactly what I mean: 90% means that 10% of the time it will not work compared to a 30% failure with leather, but the odds are quite in your favour that I am completely mistaken, so just ignore my comments for the time being.
igi Posted April 26, 2005 Posted April 26, 2005 IIRC correctly I have read somewhere on a forum that low percentages are treated differently by the game than middle ones. A 1% chance happens more often than a 15% due to how the game makes sure it happens at all. Can anyone confirm/comment? This would actually makesit more likely to be hit in plate than in leather, if that was true. There was a rather large disccuion about this on the old TBG boards. I know for a fact that in scripts, the first RESPONSE block is chosen about twice as often as any other block. As for effect percentages - ummm.. I can't actually remember the result of the discussion. Perhaps someone with a better memory may stop by I think Horred did the testing, so you could try asking him.
Belanos Posted April 26, 2005 Author Posted April 26, 2005 That is exactly what I mean: 90% means that 10% of the time it will not work compared to a 30% failure with leather, but the odds are quite in your favour that I am completely mistaken, so just ignore my comments for the time being. <{POST_SNAPBACK}> If I understand you correctly, the game will try to make that damage reduction work, favouring the 90% factor. If it fails, it will only go to the default so it will disregard any advantages to the smaller number.
Belanos Posted April 27, 2005 Author Posted April 27, 2005 Well the movement modifier isn't going to work as planned. If I enter any negative number as a percentage my character walks, but he doesn't go anywhere. He just stands in one place moving his legs. If I enter a cumulative modifier, it seems to disregard the negative sign. I tried -10 but the character just raced from spot to spot. I did get it working using a flat modifier though. I worked out that 9 was more or less a normal walking speed so I just have to calculate my penalties from there. It's certainly going to change my tactics. I won't be able to send my party rushing in like I sometimes used to. My lightly armoured characters will arrive first and likely get hacked to pieces. I'll have to do things in stages while my slower, heavily armoured characters make their way to the battle. I think it's going to make things interesting. I'm thinking of also adding in a negative value for fatigue for the different armour as well. The heavier it is, the quicker a character will tire out.
jester Posted April 27, 2005 Posted April 27, 2005 Then you should also take the strength into account. How does being tired affect you? Yout THAC0 decreases or your luck?
Guest The_Swordalizer Posted April 27, 2005 Posted April 27, 2005 This looks like a really cool idea. I've never liked the way armour worked in AD&D - a nimble character wants to wear plate armour because it aids his dodging ability?? A rehaul is definitely overdue. If Dex = A/C and Armour = Dam resistance it makes a lot more sense. Good luck Belanos!
Guest The_Swordalizer Posted April 27, 2005 Posted April 27, 2005 This looks like a really cool idea. I've never liked the way armour worked in AD&D - a nimble character wants to wear plate armour because it aids his dodging ability?? A rehaul is definitely overdue. If Dex = A/C and Armour = Dam resistance it makes a lot more sense. Good luck Belanos!
Guest Guest Posted April 27, 2005 Posted April 27, 2005 why not just use Monte Cook's method from Unerthed Arcanna 3.5?
Belanos Posted April 27, 2005 Author Posted April 27, 2005 Then you should also take the strength into account. How does being tired affect you? Yout THAC0 decreases or your luck? <{POST_SNAPBACK}> I'm not really sure how fatigue affects your combat ability, but the mechanism is already in place. It would be the same thing that happens after a Barbarian uses his Rage ability, or after a character's Haste spell wears off. If I do add it, it will probably just mean that my party will have to rest more. I'm still debating it though since like you mention, strength should be a factor, but I won't be able to work that in.
Guest Guest Posted April 27, 2005 Posted April 27, 2005 why not just use Monte Cook's method from Unerthed Arcanna 3.5?<{POST_SNAPBACK}> Said rules: Armor..............Armor.....Damage ...................Bonus.....Reduction Light Armor Padded..............+1.......None Leather.............+1.......1/- Studded leather.....+2.......1/- Chain Shirt.........+2.......2/- Medium Armor Hide................+2.......1/- Scale Mail..........+2.......2/- Chainmail...........+3.......2/- Breast Plate........+3.......2/- Heavy Armor Splint Mail.........+3.......3/- Banded Mail.........+3.......3/- Half-Plate..........+4.......3/- Full Plate..........+4.......4/-
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