01-20-2018, 06:30 AM
(This post was last modified: 01-20-2018, 06:35 AM by Frank_Stein. Edited 1 time in total.)
(01-20-2018, 05:00 AM)Haprenti Wrote: I think it would be nice to just have a damage source type, for the intent of damage output calculation, depending on your armor and the type of weapon used, but to simply keep it labelled "brute damage" after said calculation. You could do however, special effects depending on the type of weapon used against you, like we already have for slashing weapons with bleeding. For instance a blunt damage source could have a chance to crack a few ribs or break some other bones (Again, with chance to get the special effect depending on your armor, with some armor maybe completely negating that chance).
Oh yeah, exactly. It all comes out as "brute damage" in the end, but for the sake of the source of the damage and the armor type it gets split into categories.
So instead of just say, a toolbox doing 30 brute damage and a knife doing 15, wearing armor that reduced bludgeoning damage by 25% would result in the toolbox only doing 22.5 brute damage while the knife is unaffected.
Now weapon choice and armor choice becomes a larger factor in dealing with situations. Something that provides a lot of cushioning against bludgeoning might be ideal for dealing with a wrestler, but would not help at all with slashing.
You could also factor in environmental protection as well. Making yourself pillow armor to soften blows would also help insulate you against cold, but could increase you flammability.
I think this all would make combat a lot more interesting, especially paired with more health related status effects (like broken bones, bruised organs, etc) but would definitely big a big undertaking