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Re: CF: continuous protection levels




mark@pyramid.com said:
>  The armor approach might be interested, but what do we do with 
> physical protection & immunity then?  Right now, if you have armor 50 
> (half damage) and protection from physical (half damage), you end up 
> taking quarter damage.  Also, the armor method is of diminishing 
> returns - notice you can get up to armor 50 pretty easily, 60 is a 
> bit harder, and going above 70 is very difficult.  This is because 
> armor values are not strictly additive. 

I think physical armour and magical protections could (or should) be
separated more.  That is, simply having a physical layer between a
character and the incoming fireball will afford some protection; having
quaffed five potions of immunity from physical will give none.  This
relates very closely to how damage types are handled in a mud that I
play---physical armour grants non-magical protection against most
other damage types.  Magical armour gives both the physical aspect
and much better magical protection too.  The mud uses these ratios:

Physical damage -- AC protects at 100%
Magic Damage    -- AC protects at 25%
Fire Damage     -- AC protects at 50%
Cold Damage     -- AC protects at 50%
Elec. damage    -- AC protects at 15%
Acid Damage     -- AC protects at 80%
Poison damage   -- AC protects at 15%
Holy Damage     -- AC has no effect.
Unholy Damage   -- AC has no effect.

So if you have AC 50, ring of +20 prot vs fire and ring of +20 prot vs.
physical, your total prots would be 70 vs physical, 45 vs fire, 25 vs.
cold, etc...  If you were walking through some sort of anti-magic field
you'd still have the protection granted from the AC.

Paul

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Paul Hicks             | E-mail: paulh@euristix.ie
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