damage resistance or damage threshold?

Post » Wed Sep 01, 2010 9:24 am

i think threshold is more logical and rewarding to the player



remember- resistance is cutting of a percentage of damage. if the groin guard of steel (20 dr) gets hit by the war hammer of happiness (50 damage) then 20% is taken from 50 (10 damage is removed and 40 damage is done)

threshold would take away the weapon stats with the armour stats, the groin guard (20dt) takes away from the 50 damage you end up with 30 points of damage done.


threshold would be very rewarding for the high level players when iron arrows bounce off daedric body armour doing no damage . it would also help set apart lighter and heavier armours
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Kim Kay
 
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Post » Thu Sep 02, 2010 1:19 am

Yes :thumbsup:
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Penny Flame
 
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Post » Wed Sep 01, 2010 9:24 pm

I don't see why there can't be a mix of both.
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GRAEME
 
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Post » Wed Sep 01, 2010 10:09 pm

i think threshold is more logical and rewarding to the player



remember- resistance is cutting of a percentage of damage. if the groin guard of steel (20 dr) gets hit by the war hammer of happiness (50 damage) then 20% is taken from 50 (10 damage is removed and 40 damage is done)

threshold would take away the weapon stats with the armour stats, the groin guard (20dt) takes away from the 50 damage you end up with 30 points of damage done.


threshold would be very rewarding for the high level players when iron arrows bounce off daedric body armour doing no damage . it would also help set apart lighter and heavier armours


whay about more DT and less DR for heavy armor and more DR and less DT for light armor?
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carla
 
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Post » Wed Sep 01, 2010 10:22 am

I don't see why there can't be a mix of both.

This.
In some situations one should be used and in some other.
Also, 'other' option in the poll would be nice.
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katie TWAVA
 
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Post » Wed Sep 01, 2010 10:32 am

I agree, I found Threshold much more flexible and a much better option to simple resistance. It really works best in a multi armor class system like TES and Fallout, where instead of simply aiming for "The best" you're aiming for what suits the type of character you're trying to play.


A DT + Durability combo is best. Just as a quick example, Glass and Ebony might have comparatively similar Damage Thresholds, but Glass Armor would begin to fail, and offer much less DT after a few good, undefended strikes. Ebony on the other hand, would be designed to hold up against constant abuse. This would really underscore the aimed playstyles of Stealth and Combat type characters. A Stealth Character is afforded a lucky strike or two without any real penalty, but if they rush into battle without thinking things through, they'd get decimated pretty fast. On the Other hand, the weight of Heavy Armor, might restrict the stealth and subterfuge options of the Warrior, while at the same time, allowing enemies to tire themselves out on his nigh-unbreakable armor, opening themselves up for a deadly strike.
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..xX Vin Xx..
 
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Post » Wed Sep 01, 2010 10:07 pm

Other: Both, (in some cases).
The spiked mace hits steel plate and loses most of its power, but still pierces the armor, and digs into the padding ~what force remains tears the skin.
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R.I.p MOmmy
 
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Post » Wed Sep 01, 2010 7:36 pm

A bit of both would be nice.
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Misty lt
 
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Post » Wed Sep 01, 2010 7:09 pm

Couldn't your armor skill control your damage resistance leaving each individual piece of armor to have its own damage threshold?
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Camden Unglesbee
 
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Post » Wed Sep 01, 2010 11:53 am

Couldn't your armor skill control your damage resistance leaving each individual piece of armor to have its own damage threshold?
I'd like it that way. It could mean that the individual knows their armor well, and how best to defend while wearing it. Perhaps, sneak attacks and explosives should bypass the DR.
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Horse gal smithe
 
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Post » Wed Sep 01, 2010 1:58 pm

I like the idea of DT a lot better. The whole point of armor is to BLOCK damage, not absorb a portion of it. If a weapon isn't very strong, it should not be able to get through the armor.

I also like the idea of combining it with armor condition, as well. And damage that is able to overcome the DT should damage the armor substantially more than damage that isn't able to.
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loste juliana
 
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Post » Wed Sep 01, 2010 4:32 pm

I like the idea of DT a lot better. The whole point of armor is to BLOCK damage, not absorb a portion of it. If a weapon isn't very strong, it should not be able to get through the armor.


I take it you have never been shot in the chest while wearing a bullet proof vest. It does NOT block the damage it ABSORBS a portion of it.
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Carlitos Avila
 
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Post » Wed Sep 01, 2010 7:04 pm

I take it you have never been shot in the chest while wearing a bullet proof vest. It does NOT block the damage it ABSORBS a portion of it.


Admittedly, no. But we're not talking about guns and bullet proof vests. We're talking about things like plate armor and chainmail. Plate armor blocks it so well that in combat, the goal was to either bash it with something hard enough to dent it in or batter the person inside, or to break straps and get it open so you could actually hit flesh. Chainmail did both, I suppose you could say. It absorbed concussive blows while blocking cuts. So perhaps a bit of both is more accurate.
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Lily
 
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Post » Wed Sep 01, 2010 12:43 pm

Admittedly, no. But we're not talking about guns and bullet proof vests. We're talking about things like plate armor and chainmail. Plate armor blocks it so well that in combat, the goal was to either bash it with something hard enough to dent it in or batter the person inside, or to break straps and get it open so you could actually hit flesh. Chainmail did both, I suppose you could say. It absorbed concussive blows while blocking cuts. So perhaps a bit of both is more accurate.


Ya know they still use chain mail when dealing with sharks? fantastic.
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Crystal Clarke
 
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Post » Wed Sep 01, 2010 1:38 pm

Search button FTW. Anyways, the thing is not this black and white. Like I said before, if it is a combination of both it would work best.
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herrade
 
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Post » Wed Sep 01, 2010 12:57 pm

Ya know they still use chain mail when dealing with sharks? fantastic.


Yup. It's been used longer than any other form of armor. Some 2300 years or so.
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Lexy Dick
 
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Post » Wed Sep 01, 2010 10:09 am

On topic: combination of both, with some weapons innate property to ignore parts of DT.

http://www.youtube.com/watch?v=omJSE9VLv60 this is what happens when plate-protected "body" is being struck with close substitute of fantasy warhammer.
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Vicki Gunn
 
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Post » Wed Sep 01, 2010 1:02 pm

Combining Damage Threshold with Damage Resistance is just asking for a return to Oblivion attrition combat. No thanks gentlemen


At least Damage Threshold allows for some Tactical consideration and reason to keep multiple weapons on the character.
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Alexander Lee
 
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Post » Wed Sep 01, 2010 9:07 pm

maybe a dumb question but is there a game/games that uses the DT way? This is new to me. Sounds like a great idea though.
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sexy zara
 
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Post » Wed Sep 01, 2010 8:50 am

I felt like the htreshold in NV forced the played too use only the weapons with highest dmg per shot and wear the best armor if you weren't a sneaky type. Resistance will, in my opinion, allow for more flexibility with equipment, something I felt NV lacked.
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sharon
 
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Post » Wed Sep 01, 2010 9:02 am

What about two thresholds: The first one is the traditional that completely blocks damage up to a certain point, after that damage is inflicted but a damage resistance is applied up to the second threshold after which remaining damage is applied in full. The first threshold simulates the difficulty breaking through armor, the interval between the first and second ones how the armor resists even after initial penetration and after the second threshold the blow has punched clean through.
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Marta Wolko
 
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Post » Wed Sep 01, 2010 12:50 pm

both, and not based solely on "light/heavy". Glass seems like the type of armor that blocks damage, while Steel will provide more "resist". Ebony, on the other hand, would also block damage, but probably have a much more comparable resist value to steel (compared with steel <-> glass). Elven armor? Resist. Dwemer? Threshold. Orcish? Probably a fairly equitable split?

Light, Heavy... I don't care. Give each material its own properties based on lore and common sense.
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Albert Wesker
 
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Post » Wed Sep 01, 2010 7:44 pm

My only problem would be for those of us who are too lazy to find a weapons shop and buy new stuff every once in a while. In NV, i spent ridiculous amounts of time just running from enemies with better armor than my weak (but fast shooting) guns could handle. If damage is different depending on where you hit someone, though, then it might work as long as at least one piece is missing. Then you could just target that spot. But if this isn't in, or if you're encountering bandits encased fully in high level armor, then it would just be annoying.
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ezra
 
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Post » Wed Sep 01, 2010 8:52 pm

My only problem would be for those of us who are too lazy to find a weapons shop and buy new stuff every once in a while. In NV, i spent ridiculous amounts of time just running from enemies with better armor than my weak (but fast shooting) guns could handle. If damage is different depending on where you hit someone, though, then it might work as long as at least one piece is missing. Then you could just target that spot. But if this isn't in, or if you're encountering bandits encased fully in high level armor, then it would just be annoying.

Wait, isn't this a self-inflicted problem? You wasted a lot of time because you were too lazy to go into a shop, which would have required a tiny amount of time? I hope that BGS will allow for both hardcoe and casual playstyles through a vastly improved slider or set of sliders. And I'll be seriously bummed out if they go with a "streamlined" system.

If they use both DT and DR, we get a whole range of interesting effects to play with as both players and modders. It also allows better balancing of items in game. TES has a history of making a few uber-items and materials, a few "good enough" choices, and a lot of junk. If we get both DR and DT, it would open up a lot of options with weapons and armor. It creates more opportunity for trade-offs and deeper strategy. You could still have uber-items, or items that are clearly better overall, but reduce the amount of junk.

I really like the idea of using material as a base determination, but it should also be related to the item type. So ebony has certain qualities that differentiate it from steel, but chainmail should have common characteristics too.
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Breautiful
 
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Post » Wed Sep 01, 2010 3:44 pm

I'd rather have only Damage Resistance although I'm not against Damage Threshold I just don't see it working as effectively in Skyrim as it was in New Vegas.
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Jacob Phillips
 
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