Hey all, I’m still working out an RPG engine in my spare time and I think I finally nailed the Damage Types. I wanted each damage type to have a very specific flavor and effect and put them into neat categories.
Tell me what you think of these:
PHYSICAL DAMAGE
Slash - Causes additional bleed damage over time, but is 1/2 effective against armor.
Bash - Staggers.
Pierce - Twice as effective against armor.
Poison - Ignores armor, but does damage over time. Is more effective when health is low.
MAGIC DAMAGE
Fire - Causes additional burn damage over time.
Ice - Slows. Is more effective against smaller targets and less effective on larger ones.
Lightning - Twice as effective against armor and stuns.
Arcane - Ignores armor.
In addition there are several situation nuances:
Bleed heals poison.
Fire ignites oils and gases.
Ice freezes water and makes bash more effective.
Ice on a burning target stops the burning, but does instant damage from thermal shock.
Fire on a frozen target stops the freezing, but does instant damage from thermal shock.
Using fire on a frozen target also makes the target “wet”.
Wet targets are resistant to fire, but weak against ice, and are lightning now ignores their armor.
However, a target in a body of water takes half damage from lightning and even less from fire, but more from Ice.
The basic math would be:
damageTaken = damageGiven * (damageGiven / (targetArmor + damageGiven))
So lets say that a target has an armor of 40 and there’s an attack of 10, then damageTaken would be 2.
10 * (10 / (40 + 10)) = 2
But lets say that damage is pierce, so now that damage is twice as effective on armor.
Now the formula is:
damageTaken = damageGiven * ((damageGiven * damagePenetration) / (targetArmor + damageGiven))
OR
10 * ((10 * 2) / (40 + 10) = 4
With me so far?
As for the attacks themselves I’d want to compose multiple damages to go into one attack. Lets say you have a mace.
The Mace does 10 damage. But it’s a mix between penetration and bash damage. So 50% is bash and 50% is pierce.
Now to modify damagePenetration we average the two.
Bash has a penetration of 1 and Pierce has a penetration of 2.
With a 50-50 split, the new damagePenetration is x1.5.
SO
10 * ((10 * 1.5) / (40 + 10) = 3 damage.
To recap.
With an armor of 40.
An arrow with 10 damage would do 4 damage.
An mace with 10 damage would do 3 damage.
And a hammer with 10 damage would do 2 damage.
Then resistances would modify that number on top of everything else, but that’s a topic for another thread.
What do you all think?
Any suggestions?