revamp piercing
to deal % damage of that person’s current hp instead (also change it so it works against npcs)
but then we’d have to heavily nerf its scaling so we dont get 100% of current hp at lvl 260
grammatically speaking it also makes sense, because it pierces your skin, so no matter how you regenerate, it will always do a bit of damage
the problem is that when you have low health, you have less ‘stuff’ to be pierced, so you’ll take ‘less’ damage
Or separate defense and base HP in the UI.
Give Defense a slight DR to make it tankier, but it doesn’t regenerate very quickly over time (it has a delay before it begins to do so). AP can be a method of bypassing defense, and/or dealing more damage to it.
Not everything needs to be a net positive.
PVP wise: It should be build dependent
PVE wise: This can be whatever, preferably works in all cases (ie. the way it does now)
I agree. Don’t re-introducing the problem that my guy has made a solution to.
I propose a slightly different approach.
Instead of doing a percentage of current HP, make it do a percentage of maximum HP.
It’d have to be a pretty small amount. Let’s say 0.02% of an opponent’s health per point.
So to do 5%, you need 250 points. Seems fair, especially since that’s on top of power and base damage.
Don’t forget, stats will all be easier to get in the future, so if it’s too much per point, it’d have to be dialed back eventually anyway.
This amount per point would only actually equate the damage of a full-sized shapeless blast at 1x base power, and be multiplied accordingly if an attack did more base damage (not incuding power). We need this, or else it’d do the same amount of damage with every type of attack.
a % of max hp sounds really overpowered
thats why i proposed % of current hp
worst-case scenario i have this:
Based off of the opponents current hp-to max hp ratio, your attacks deal more or less damage
Like say for example at 100% ‘increase’ or whatever when you hover over the stat in game (I’m not sure how much AP becomes this percentage but we can tweak the efficiency alongside to balance it out), at 1/1 the opponent’s current hp, your attacks deal 100% more damage (so 2x)
Should it be 1/2, it’s 50% more damage
Should it be 1/3 with a 50% ‘increase’ instead of 100%, then it’s 16.67% more damage
If imma be honest these sound like roundabout ways of making AP’s effectiveness against the Defense “different” without actually making it really different in practice.
So long Armor Piercing as a stat has some sort of Defense scaling or does stuff based on % HP, it will always be better against tankier targets naturally and thus retain that issue of explicitly countering certain builds better than others. Though, to be fair, what other ways are you even supposed to go about making a stat like this?
Why shouldn’t it be? This is all part of build diversity, and builds counteracting other builds. If all builds are just, universally beneficial without any gimmicks, then the game just becomes “which build is the most efficient”, and that’s boring.
Only exception that you can argue for is PVE, but even then.
Although I should add, on top of the defense stuff I mentioned, AP should also work on Resistance/Blocking. Just this change makes it more “universal” as you’ve suggested, and it makes sense.
I mean
If you think about it, anything is meant to counter tanky builds
You can either
do more damage than it regenerates (power/pierce)
become a tank yourself (def/res/regen)
hit every attack you make (aspeed/asize)
What seperates them is HOW they do it
Piercing counters heavy tanks, while power is better against mini tanks
You can either take little to no damage, or simply regenerate a lot of health
A speed and a size both work as tank-killers in the sense that, they won’t be able to dodge the attacks because it’s too fast/large
In our ideals, there is no direct benefit against defense builds. It is technically more useful against defense builds than otherwise, but it isn’t dependent.
Just like how size counters agility, agility counters speed and speed counters size
You’re going to be in a disadvantage against certain players no matter how you look at it
What I’m trying to do to piercing however, is make the difference between high/low max hp less
So people wouldn’t think of it as unfair as before
Be it on the side of the ap user, or the other