Mutations extra attacks damage types should have their corresponding armor piercing capabillities #2076
Replies: 3 comments
-
I'm against proposed solutions. |
Beta Was this translation helpful? Give feedback.
-
A third solution could be simply to add a way for the player to know it. |
Beta Was this translation helpful? Give feedback.
-
Solution one seems the most logical, as this actually grants armor penetration. Though I'm not 100% sure about reducing damage for them. As far as effective damage, a bigger issue would be the way the chance of it triggering occurs, in which a basic 8 dexterity massively increases your chance of triggering every single mutation attack. So I'd be in favor of implementing arpen for bash and pierce mutation attacks, but either:
Regarding idea 1 specifically, two methods come to mind:
Adjusting the chance values of mutation attacks to hit desired rarities might still be worth doing either way. |
Beta Was this translation helpful? Give feedback.
-
Describe the bug
Mutation extra attacks don't have any armor penetration.
Armor will always substract a flat amount from Cut/Pierce/Bash damages.
Steps To Reproduce
Expected behavior
Damage type should be consistent with weapon damage types, and get the same armor piercing bonus, for several reasons:
The bext example would be the 8 tentacles mutations:
90 STR to start damaging a Kevlar hulk -> ((90/3+1)-30)/7= 7 ("bashing") damage
24 STR to start damaging a Zombie hulk (8 bash armor)
So I propose 2 solutions:
Beta Was this translation helpful? Give feedback.
All reactions