Balance oddity: Armor vs Lifesteal
So, one of the weird effects in Demigod, is Lifesteal. While most games have this effect in one way or another, the DG version of it is implemented in a very weird way.
Lets say you have 12% lifesteal going on. It would be intuitive to assume that the little green numbers above your head would be 12% of the white numbers popping up over enemy heads when you stab them, right? You gain 12% of the damage you do.
This is not the case however, because most units have ARMOR. Armor reduces the damage, sometimes significantly, of impending physical damage. The problem is, that ARMOR does not effect the amount you life steal!
So if you would deal 100 damage with 12% lifesteal, but someones armor negates 50% of that, you end up dealing 50 damage, and stealing 12.
So why is this a balance concern instead of just a weird aspect of the game? The end of the game generally has players all doing te following:
High armor
Large Damage
High Lifesteal.
The more these three things increase as a whole, the longer it takes to actually complete a combat. I have played many games recently that got to the "everyone is level 20" area (Mainly due to generally more competent players who were neither feeding, nor being fed). Such players were all in the 8k to 12k health range, and negating I'd say about 60% of the damage thrown at them. All players were dealing about 300 dps, past the armor, but lifestealing about 250 health per second. With regen, this meant that most players were taking about 10 dps in total! There was almost literally no way for players to kill each others.
****Long story short, make lifesteal only determined by the actual damage dealt, and not the damage before armor****