I like Vitality. I like having big health. Vitality had a use case that I appreciated, personally.
Vetex just took Vitality out back and shot it, now Spirit is in its place.
I think that was fair, Vitality was weird, so let’s put it in a place where it’d make sense, an armor stat.
Why Wear Vitality Gear?
Vitality gives health. Health gained from Vitality is immune to Armor Piercing. It increases your base health rather than your defensive gear.
As a tradeoff, it’s found on a smaller variety of gear, so if you want to use Vitality, you have to select armor pieces that might be suboptimal in other ways compared to Defense.
Vitality could have identical efficiency to how it does now, 1 Vitality stat point = 1 Vitality armor stat point.
But That’s Not Enough
Yeah you’re right, especially if we do follow the 1:1 thing, then it doesn’t even give enough to be worth using, so howsabout you take in a little bit more idea?
Health gained through Vitality could be specifically marked on your health bar, and when you leave combat for 2 seconds without being damaged, that Vitality fills at a rate of 100x normal health, making it a valuable passive.
Or not, it’s a flawed idea, I just want my sweet green baby back.
Nobody uses armor piercing
Vetex is only fooling himself by putting it on shitty sets, the sets stay just as shitty
That being said I think it may fit if defense had a rework that may include merging it with resilience because, honestly, nobody uses resilience either
Vitality: It’s as you explained
Defense: Changed into non-regeneratable armor, but it has a DR now to compensate. AP as a stat can “pierce” through and ignore this DR, and above 100% piercing will deal bonus damage SPECIFICALLY to the HP given by defense. When armor breaks, excess damage isn’t translated into damage to the player, thus allowing you to use armor to protect you from a high damage attack.
eg. You took an attack that does 500 damage, but you had 100 armor HP level. Your real HP takes 0, but the armor HP goes to 0 and your armor breaks. Maybe add a threshold so 5 armor can’t negate this fully.
So in other words:
Vitality: Higher Regen and long term longevity
Defense: Higher Defensive power to protect against bigger attacks
1000 Vitality HP vs 1000 Armor HP (assuming Armor has 25% DR; Stacks with DR from other sources)
Effective base: 1000 Vitality HP vs 1333 Armor HP
DR is a mechanic gets stronger the closer it is to 100%. So functionally having that 25% + Iron Skin would make you extremely tanky, but not forever.