Random Tidbits: Durability

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Nefarius
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Random Tidbits: Durability

Post by Nefarius » Mon Aug 22, 2011 3:11 am

Just to give you all something to read in between update threads, this will be one of several (if I get around to writing them prior to finishing the current phase of the audit, after which an update post will be made), the durability system has been touched upon several times already, but these posts are all from rather long ago and don't reflect how things are anymore.

There are currently three things that can reduce an item's durability, hits (either hits you land for weapons, hits you block for shields or hits you take for every other piece of armor), abilities (Impale reduces durability AFTER it has been used rather then before :roll: and attacks of several very large monsters, large by our scale, not vanilla scale, I won't go further on this one because it would lead to an unwanted spoiler) and acid damage (less the damage itself, but the acid effect that is attached to it).


So how does acid effect durability?

Whenever you are effected by acid every 10-35 frames (this is random) the game will run a test against one piece of equipment, if the piece if picks cannot be effected by acid, the test fails, otherwise it subtracts 1-4 points of durability from the item, the chance that this happens depends on the severity of the acid damage you took, however it is capped to 3/4th of the time. EDIT: To elaborate on something, it will test against empty equipment slots too, so having just one item equipped doesn't mean that one will be tested every time.


During regular combat as mentioned above there are three different ways in which durability is reduced.

The most obvious one involves striking an enemy, the chance that you lose durability depends on the thickness of the enemy's hide, larger, heavily armored foes will have a higher chance of reducing durability when struck then smaller, defenseless ones (if you wonder, ethereal units such as ghosts and willowisps won't reduce durability, even if you could physically hit them).

The same applies to blocking an attack or being struck by an attack, here the force behind the enemy's hit is taken into account when evaluating whenever to reduce durability. Note that unlike vanilla shields only lose durability if you block an attack with them, they will never lose durability if you take the hit (it made no sense that you take the hit but the hit was apparently aimed at the shield... the same applies to weapons used during weapon block.)

When you do take a hit, the way the game evaluates which piece of equipment gets targeted is not a flat out rand, instead there is a higher probability of hits being directed to the torso and helm, then the smaller belt, boots and gloves slots (this is reflected in the total durability of these items).

Another thing to remember is (this was mentioned in the past in probably more then one post), missiles that strike you will wear down durability just like melee hits do, the likelyhood that they do so is just considerably lower, missiles that do not trigger responses (firewalls for example) will not reduce durability (even if this would've been realistic to do).


Lastly in the difficulty settings you can select between D2-Mode (default) and D1-Mode, in D1-Mode broken items cannot be restored.
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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Rheikon
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Re: Random Tidbits: Durability

Post by Rheikon » Sun Sep 11, 2011 7:06 pm

Cool, good to see things are going well.

~still eagerly awaiting release~ :)

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