Elemental Damage Types: Weapon Changes

BoNT Brought this up and I happen to agree with it. The thought is, why is everything dealing physical damage?

I think it would be worth discussion, I will just copy and paste the conversation from discord.

[ ## BoNTToday at 1:50 PM

@Zunath http://starwars.wikia.com/wiki/Mandalorian_iron Are we going to have this in-game?

It’s pretty important that Mandalorians get access to beskar armor, to give resistance to certain types of damage. Most important of which is resistance to lightsaber blows.

Officer LestatToday at 1:53 PM

Oh god, this can of worms.

BoNTToday at 1:54 PM

It is important.

It’s part of the reason Mandalorian warriors are able to even be a threat to Jedi or force users.

Officer LestatToday at 1:55 PM

Because of how our lightsabers are right now, I’m not sure that’s needed.

BoNTToday at 1:55 PM

And mandalorian armor was even in Galaxies. Though it was extraordinarily difficult to get and craft.

What kind of damage is it?

Officer LestatToday at 1:55 PM

However, we could look into making a component for armor that gives resistance to whatever a lightsaber is.

BoNTToday at 1:56 PM

I’m not even sure it’s that big of a deal to have lightsaber resistant armor in the game. On Contrition, force users reigned supreme

Officer LestatToday at 1:56 PM

The balance is different here.

BoNTToday at 1:56 PM

Yeah maybe a Mandalorian specific upgrade that could be smithed onto existing armor would be fine as well.

We’re going to have languages ingame right? That Liareth brought over from Arelith? Our characters will be able to speak Mando’a?

Officer LestatToday at 1:57 PM

I dunno how he’ll feel about a player faction only getting access to something, but we’ll see.

No clue.

BoNTToday at 1:57 PM

It wouldn’t be a player faction. On character creation, you can choose your character’s background, or so I’ve heard.

So even people who are not affiliated with the player faction would be able to technically make characters with Mandalorian backgrounds.

Without joining the player faction.

Not every Mandalorian will be a part of a clan

TaelonToday at 2:02 PM

At this time there is no difference between damage types, so we are unable to give that at this time, if we can find a way to make lightsabers do a separate damage type we can revisit this in the future.

G-Nome SavagePopeToday at 2:05 PM

I’d give them No Damage then give them an elemental damage type. Probably positive for light negative for dark(edited)

Darth XephToday at 2:06 PM

You okay @G-Nome SavagePope ?

G-Nome SavagePopeToday at 2:06 PM

Having a stroke

Or just magic but magic doesn’t feal quite right… it’s more like fire/electical/posi or neg

Lightsabers are supposed to be one of the deadliest things in the galaxy. I think giving them a strictly elemental damage type woud go a long way to simulate that without openhandedly making them OP.

BoNTToday at 2:14 PM

Consider giving them divine damage. Then give beskar armor a divine damage immunity of about 10

Hrm doesn’t look like it’s damage immunity.

Thinking of something else that works like concealment, % chance to avoid damage entirely.

Anyway divine damage would be a good stat for sabers

TaelonToday at 2:17 PM

its the matter of having to change the base damage of that weapon…

BoNTToday at 2:18 PM

Is all damage physical then?

At the moment

TaelonToday at 2:18 PM

no NWN weapon strictly does elemental damage

YEs all damage is physical

BoNTToday at 2:19 PM

I wonder if you add custom damage types with haks.

TaelonToday at 2:20 PM

points at source code if you can manage it…

BoNTToday at 2:20 PM

Getting hit with a blaster bolt, stabbed with a vibroblade or getting your innards liquified by a thermal detonator are very different things.

G-Nome SavagePopeToday at 2:21 PM

Taelon, you add the no damage property. That eliminates base damage, you replace the base damage with an elemental damage. Then the only physical damage that comes through is from STR Mod, which is still understandable on a lightsaber becasue they DO have a physical … thing … going on. A basic long sword LS woul look like. No Damage Positive 1d8 Bam, lightsaber.

BoNTToday at 2:21 PM

If you don’t have different damage types, it simply becomes a game of who can deal the most damage consistently, and there’s no other strategy than that. Wearing different armors and shields to mitigate different damage types would be ideal.

1

Because that adds a layer of strategy. Do you expect to get shot at? stabbed? dodging explosives? Are you walking into different traps that have been set?

If it’s just higher numbers with no complexity, things are going to be simple but also simply stupid at times.

G-Nome SavagePopeToday at 2:23 PM

Yeah I was a little let down to see blasters dealing physical. Physical would be a Flechette Cannon or Frag Grenade.(edited)

BoNTToday at 2:23 PM

There are such a thing as slug throwers in Star Wars. As in, guns that fire physical projectiles.

TaelonToday at 2:24 PM

Even if this were implemented, it would be something that would have to be crafted and we will have to discuss with Zunath if these properties can be added

BoNTToday at 2:24 PM

You could have physical damage bypass shield belts, etc

Yeah it’s probably a big undertaking.

I wouldn’t mind if the server launched without stuff like this.

I’m just eager to RP

G-Nome SavagePopeToday at 2:27 PM

I think it’s all reasonable. I’d make physical damage actually rarer than elemental in a starwars universe. Vibroblades being the obvious exception. So, you add slugthrowers in the mid to end crafting. Only need one kind, a big bulky kind. Fletchettes (Which are just oversized shoguns) to the ender because they’re heavy seige weapons and bobs your uncle. But yeah, we’re talking later on, it’s just something to chew on.

BoNTToday at 2:27 PM

Yeah I’d agree that physical damage should be rare. ]

Sum it up, Elemental Damage adds variety to the game, causing you to think before you act. “Do I need Acid Shielding or Cold if I go to the caves?” and “Will my frag grenades be enough.” Sort of strategies.