joaofalcao
07-27-2011, 06:10 PM
I ve came across recently over this puzzling concept that is fortification. What is it? Is the ability to negate critical hits on your character. And by that, it means how fortified you are against the nastiest blows from your enemies weapons.
Now, how come the robe wearing wizard has the same sort of protection that the shield wearing, full plate donned dwarf?
It doesnt make sense. Fortification should be tied to your armor. How sturdy you are against your enemies blows should be determined by the protection you armor has to offer you. An item like a bracer could offer some sort of protection against you enemies blows, sure you can point that. But it cannot offer the same sort of fortification that a full plate can offer.
And the idea/suggestion that occurs to me is? Tie fortification to armor types. The sturdiest your armor, the best protected you are against your enemies criticals.
How to acchieve that? I came up With a system.
Total Fortification = Bonus Item Reinforced Fortification + Armor Fortification.
What we know as fortification would change.
Light Fortification(25%) would turn into Slight Reinforced Fortification (10%)
Moderate Fortification(75%) would turn into Medium Reinforced Fortification (25%)
Heavy Fortification(100%) would turn into Strongly Reinforced Fortification (50%)
And the armors would have fortification of their own:
Robes - 0% fortification
Light Armor:
Padded Armor - 5% fortification
Leather Armor - 10% fortification
Studded Leather Armor - 15% fortification
Chain Skirt - 20% fortification
Medium Armor:
Hide Armor - 20% fortification
Scale Mail - 25% fortification
Chain Mail - 30% fortification
Brigantine - 25% fortification
Breastplate - 25% fortification
Heavy Armor:
Splint Mail - 40% fortification
Banded Mail - 35% fortification
Half Plate - 40% fortification
Full Plate - 40% fortification
Shields:
Light Shield: 5% Fortification
Heavy Shield: 10% Fortification
Tower Shield: 15% Fortification
Warforged: 20% bonus fortification + chosen plating: Theyre made of metal, after all.
Spells:
Barkskin: 1% Fortification
Stoneskin: 7% Fortification
So, with this new system, I would like to point out a few examples of classes and fortification. Those examples are simple and based on class features, just to give a feeling of what fortification would be like:
Wizard: Strongly Reinforced item = 50% fortification
Battlewizard: Strongly Reinforced item + Heavy Shield + Chain Mail = 90% fortification
Favored Soul: Strongly Reinforced item + Heavy Shield + Scale Mail = 85% fortification
Battlecleric: Strongly Reinforced item + Heavy Shield + Heavy Plate = 100% fortification
Greatsword Fighter: Strongly Reinforced item + Heavy Plate = 90% fortification
Barbarian: Strongly Reinforced item + Chain Mail = 80% fortification
Monk: Strongly Reinforced item + Robe + bonus from stance = 50% + stance based fortification
Warforged Juggernaut: Strongly Reinforced item + Warforged Bonus + Heavy Plating = 110% fortification
Paladin Dwarven Defender: Strongly Reinforced item + Tower Shield + Heavy Plate + Some paladin/dwarven fortification bonus = 115% fortification
What this system proposes as a whole:
- Fortification starts to make sense.
- High offensive caracters need to concern more about tactics and defenses. Maybe concern more about AC to avoid dying.
- Wearing heavy armor makes sense now at end gaming and is the best way to avoid being destroyed.
- High AC characters, DEX or WIS based are still hard to hit due to their awareness, but still can be damaged preety high.
- More DPS and more HP may be not everything. Balanced characters start to be more important than min-maxing.
What this system does not covers:
- A full scale coverage on the defense part of DDO combat system and the AC mechanic.
What else Could I add to this system:
- Piercing or Blunting damage weapons can damage fortification somehow and rogues and archers get a raise to their DPS.
- Enemies could have their fortification changed based on their equipment
- To hit Bonuses from trash changed overall so that the reach-able AC that most classes have would mean anything.
- Base armor AC could raise so that a meaninfull AC on a balanced character could be reached.
Conclusion
These are my first toughts on fortification. Its based on logic more than numbers. You may agree or disagree on the numbers or class/equipment. But regardless of anybodys opinion, let me adress my opinion that a game where defense means nothing and damage and HP means everything is a broken system. Defense is part of every fight and every fighter should be concerned about its defenses.
I am all for an overall COMBAT PASS that makes DDO combat more meaninfull in the aspects of combat defenses.
Now I gotta go do some chores, sorry if I cannot prolong myself.
Whats your toughts DDO community? This fortification paradigm makes sense? Shouldnt an adventurer defend itself and fight with tatics?
Now, how come the robe wearing wizard has the same sort of protection that the shield wearing, full plate donned dwarf?
It doesnt make sense. Fortification should be tied to your armor. How sturdy you are against your enemies blows should be determined by the protection you armor has to offer you. An item like a bracer could offer some sort of protection against you enemies blows, sure you can point that. But it cannot offer the same sort of fortification that a full plate can offer.
And the idea/suggestion that occurs to me is? Tie fortification to armor types. The sturdiest your armor, the best protected you are against your enemies criticals.
How to acchieve that? I came up With a system.
Total Fortification = Bonus Item Reinforced Fortification + Armor Fortification.
What we know as fortification would change.
Light Fortification(25%) would turn into Slight Reinforced Fortification (10%)
Moderate Fortification(75%) would turn into Medium Reinforced Fortification (25%)
Heavy Fortification(100%) would turn into Strongly Reinforced Fortification (50%)
And the armors would have fortification of their own:
Robes - 0% fortification
Light Armor:
Padded Armor - 5% fortification
Leather Armor - 10% fortification
Studded Leather Armor - 15% fortification
Chain Skirt - 20% fortification
Medium Armor:
Hide Armor - 20% fortification
Scale Mail - 25% fortification
Chain Mail - 30% fortification
Brigantine - 25% fortification
Breastplate - 25% fortification
Heavy Armor:
Splint Mail - 40% fortification
Banded Mail - 35% fortification
Half Plate - 40% fortification
Full Plate - 40% fortification
Shields:
Light Shield: 5% Fortification
Heavy Shield: 10% Fortification
Tower Shield: 15% Fortification
Warforged: 20% bonus fortification + chosen plating: Theyre made of metal, after all.
Spells:
Barkskin: 1% Fortification
Stoneskin: 7% Fortification
So, with this new system, I would like to point out a few examples of classes and fortification. Those examples are simple and based on class features, just to give a feeling of what fortification would be like:
Wizard: Strongly Reinforced item = 50% fortification
Battlewizard: Strongly Reinforced item + Heavy Shield + Chain Mail = 90% fortification
Favored Soul: Strongly Reinforced item + Heavy Shield + Scale Mail = 85% fortification
Battlecleric: Strongly Reinforced item + Heavy Shield + Heavy Plate = 100% fortification
Greatsword Fighter: Strongly Reinforced item + Heavy Plate = 90% fortification
Barbarian: Strongly Reinforced item + Chain Mail = 80% fortification
Monk: Strongly Reinforced item + Robe + bonus from stance = 50% + stance based fortification
Warforged Juggernaut: Strongly Reinforced item + Warforged Bonus + Heavy Plating = 110% fortification
Paladin Dwarven Defender: Strongly Reinforced item + Tower Shield + Heavy Plate + Some paladin/dwarven fortification bonus = 115% fortification
What this system proposes as a whole:
- Fortification starts to make sense.
- High offensive caracters need to concern more about tactics and defenses. Maybe concern more about AC to avoid dying.
- Wearing heavy armor makes sense now at end gaming and is the best way to avoid being destroyed.
- High AC characters, DEX or WIS based are still hard to hit due to their awareness, but still can be damaged preety high.
- More DPS and more HP may be not everything. Balanced characters start to be more important than min-maxing.
What this system does not covers:
- A full scale coverage on the defense part of DDO combat system and the AC mechanic.
What else Could I add to this system:
- Piercing or Blunting damage weapons can damage fortification somehow and rogues and archers get a raise to their DPS.
- Enemies could have their fortification changed based on their equipment
- To hit Bonuses from trash changed overall so that the reach-able AC that most classes have would mean anything.
- Base armor AC could raise so that a meaninfull AC on a balanced character could be reached.
Conclusion
These are my first toughts on fortification. Its based on logic more than numbers. You may agree or disagree on the numbers or class/equipment. But regardless of anybodys opinion, let me adress my opinion that a game where defense means nothing and damage and HP means everything is a broken system. Defense is part of every fight and every fighter should be concerned about its defenses.
I am all for an overall COMBAT PASS that makes DDO combat more meaninfull in the aspects of combat defenses.
Now I gotta go do some chores, sorry if I cannot prolong myself.
Whats your toughts DDO community? This fortification paradigm makes sense? Shouldnt an adventurer defend itself and fight with tatics?