[IDEA] Different damage types

This has quite possibly been proposed already, but I couldn't spot it. If it has, this can be ignored.

Is there any merit to creating different kinds of damage? The example that comes most readily to mind is Starcraft, where most units inflict 'Normal' damage, but some inflict either 'concussive' or 'explosive' damage. In the case of the two latter, the size of the target affects what percentage of the damage is actually sustained by the target. Concussive damage deals full points to a small target, but medium and large targets only receive a percentage of that. Whereas explosive deals full points to large targets/buildings, but only a percentage to small targets.

This sort of system helps keep small units viable as the game progresses, and makes it possible to make highly effective defenses against certain attacks, without ruining the game-balance. To use Starcraft as an example, Terran Firebats (concussive damage) tear the hell out of little Zealots and Zerglings, but quickly become obsolete against later, larger units. Whereas the aforementioned Zealots and Zerglings can consider rushing a seige tank, since they'll only take half damage from the tank's 'explosive' attacks.

In that vein of thought, what if this game did something like defining objects as "Hard" and "Soft". Things like buildings would be "hard". Things like creep would be "soft". Certain attacks, such as the Rook's hammer would be more effective against "hard" targets, whereas attacks such as Reg's crossbow, would be more effective against "soft" targets. To use a popular gripe right now, Rook imba, making a target soft would reduce the damage it takes from the attack, whereas buildings (which have hit points to spare) would still take full damage.

It's not a critical issue at this stage, but as this beta progresses, game balance is going to become more and more important. This sort of idea might provide an option for balancing relative skills. Furthermore, once we get to play with generals, the ability to direct forces against their optimum targets could provide another facet of strategy to work with/defend against.

Just some thoughts.

2,867 views 18 replies
Reply #1 Top

this idea bolds well for the 3 current heroes we have

regulus=piercing (higher dmg to low armor)

rook=smash dmg (reduced dmg to magic armor) (i believe torch bearer should have something like this)

torch=fire dmg(sets enemies on fire)

         ice dmg (slows enemies movements}

Reply #2 Top

Does this aid gameplay somehow?

I don't think so, which would make it bad.  .

 

I do think the "small, medium, large" like SC is ideal, as it's simple.  But I just don't see the need in Demgiod.  It seems to work fine to me without them.  There are no damage-types in an FPS for good reason.  I think for Demigod it's the same reasons.

Reply #3 Top

Jep, i dont see any need of this in Demigod. Remember, this is no RTS. ..and this is not Dota :>

 

Well Dota has also mostly one damage type. Only a few creeps got diffrent damage + Spells do magicdamage, this is due to the mechanics of Warcraft 3 and magic imunity etc. etc.

Spells in Demigod do pure damage.. right?

 

So long,

Aspartem

Reply #4 Top

The only special attack type i think is skills.

Skills should be capped 33% armor reduction.  So a skill can't do less than 2/3rds dmg no matter how much armor someone has.

So a rook with 60% damage reduction would still take 2/3rds damage from skills.  But if someone has less than 33% armor, they'd take that much.

 

 

CURRENTLY skills ignored armor, but I was told that this wasn't intended and will be changed.

Of course there needs to be some line on armor that says it's capped at 33% vs. skills.

Reply #5 Top

I think/hope some skills will keep ignoring armor though.

Reply #6 Top

Special armor ignoring skills are fine yeah, but they should be the exception, not the rule, and clearly marked.

Reply #7 Top

Check my Creep-Stats thread. http://forums.demigodthegame.com/323824

There are diffrent kind of Armor / Damage Type, i just dont know how they work... yet! :snowman:

But sooner or later i'll get it.

Reply #8 Top

I never noticed doing less damage to any units.

 

The armor/damage types probably only effect creeps fighting each other, but not Demigods, which works fine that way to have creeps RPS each other but not Demigods.  Or they just do nothing.

Reply #9 Top

Maybe important for the Generals once they're implemented? Since they're more RTS-based.

Well, noticed that i dont hit all creeps/demis with the same power. Demi's is clear - due to diffrent armor values. But Priests for example get slightly more dmg than.. say towers or the golems. But im also not 100% sure, more a gutfeeling - and in terms of theorycrafting they're 99% wrong^^

 

So long, Aspartem :snowman:

Reply #10 Top

Currently the only damage type is that siege weapons do double damage to buildings, which makes sense and works well. Let's leave it that way. Everything else is at 1.00000. So you are mistaken on that count. However, they have a commented out section which may contain types they're thinking about. Here they are, bear in mind they aren't implemented and there's no note about what they're there for. They may be an old version from before they abandoned the idea:

#ArmorTypes = {
#    Unarmored = {
#        Normal = 1.0,
#        Hero = 1.0,
#        SpellFire = 1.0,
#        Spell = 1.0,
#        Light = 1.0,
#        Arrow = 1.25,
#        Artillery = 1.0,
#    },
#    Normal = {
#        Normal = 1.25,
#        Hero = 1.0,
#        SpellFire = 1.0,
#        Spell = 1.0,
#        Light = 1.0,
#        Arrow = 1.0,
#        Artillery = 1.0,
#    },
#    Heavy = {
#        Normal = 1.0,
#        Hero = 1.0,
#        SpellFire = 1.0,
#        Spell = 1.0,
#        Light = 2.0,
#        Arrow = 0.5,
#        Artillery = 2.0,
#    },
#    Structure = {
#        Normal = 0.75,
#        Hero = 1.0,
#        SpellFire = 1.5,
#        Spell = 1.5,
#        Light = 1.0,
#        Arrow = 1.0,
#        Artillery = 2.0,
#    },
#    Demigod = {
#        Normal = 1.0,
#        Hero = 1.0,
#        SpellFire = 1.0,
#        Spell = 1.0,
#        Light = 1.0,
#        Arrow = 0.5,
#        Artillery = 1.0,
#    },
#}

 

It looks relatively simple. Lighter attacks are less effective against heavy units and buildings, against which the heavier attacks do better.

Reply #11 Top

Do they still have the projectile physics from Supreme Commander in the engine for Demigod?  If so, I think an accuracy stat combined with big, slow units being easier to hit would be a more interesting alternative to damage types.

Reply #12 Top

For catapultasaurs yes.

 

Sadly though.. arrows and stuff are homing. :\  Which kinda bothers me..  I like when things are more powerful but dodgable. :(

Reply #13 Top

There is the performance issue there though.  All those projectiles following accurate real-time flight paths in SupCom stopped a lot of people from playing.  (To be fair, I expect AI for thousands of units had a role there there too.)

Reply #14 Top

Dodging stuff is cool, but a decent player just goes and dodges like 30-40% of your arrows + fetch some Evade equip and bam you'll deal 0.0000% damage to target melee which runs up to you and whacks ya face off.

I'd say, artillery should be like they're now, and Arrows shall be homing else its really hard to hit anything. I mean, honestly, the first time a catapulasaurus hit me was also the last one. I noticed they're not homing, and dodge even with a rook, without any bonus speed, every single shot they fired at me <.< Ok the projectile is not that fast but.. dah, i simply dont like it. This is not a shooter where i've to aim, i mean melee also just walks up to you and auto-attacks you.

Else you had to implement something, that ranged players can aim where they shoot. But else they can only give an attack-command and -hope- it hits you. That would be just unfair.

So long, Aspartem  :snowman:

Reply #15 Top

actually it's typically the pro players get higher move speed items in games where you can dodge projectiles.

 

And really it means you need to get in closer..

 

But theres a point there that it's hard to balance. In order to have the damge high for the pro players that can dodge them well it makes the classes overpowered for the newbies that just sit there..

Reply #16 Top

I think there should be weaknesses against magic, and against pysical damages. This adds variety, and it's simple.

When you choose some equipment, a very high defense armor should not protect you very well against a rain of fire, but very well against minotaurs or Rook attacks. If you want protection from magic, you buy appropriate stuff.

It's extremely basic, I wouldn't understand if they don't do something like this. For buildings also: magic shouldn't deal much damages against them.

Reply #17 Top

I think Demigods should also deal and receive 100% damage.  Only creeps armor types should interact.

Reply #18 Top

always*

And that's before armor modifier, of course.