Suggestion: Sturdiness Perk

I’d like to suggest altering Sturdiness from +hp per natural regen to damage reduction, as at present the 2 minute tick of health doesn’t help much in combat especially if your character lacks Dex or a shield. Damage reduction would also pair well with the deflect damage perk, creating a viable alternative to stacking AC to survive.

As a low AC face tank, I would second this idea.

For Heavy armour I would actually suggest a Progression perk line for both

One with Damage Reduction and Immunities for Physical and Elemental damages

Then another for increased passive HP and HP regen

Bulwark/Fortified Line (DR/Immunity)
Perk Level requirement 15 : 30 : 45 : 60 : 75 : 90 Heavy Armour
15: Gain DR 2 and 5% Physical damage immunity while wearing heavy armour
30: Gain DR 5 and 10% Physical damage immunity, 5% Elemental damage immunity while HA
45: Gain DR 9 and 10% Physical and Elemental immunity while HA
60: Gain DR 12 and 15% Physical, 10% elemental and 3DR elemental while HA
75: Gain DR 15 and 15% Physical/Elemental and 5DR Elemental while HA
90: Gain DR 15 and 20% Physical/Elemental and 10DR Elemental while HA

Sturdiness/Nanites (Regen Line)
5: additional 2HP per tick regened
15: Additional 3HP Per Tick
25: Additional 4HP per tick - Proposed change, add 0.5/1HP regen/round in Combat
40: Additional 6HP per tick - add 1/2HP/round in Combat
60: Additional 10HP per tick out of combat and 3/4HP per round In combat
80: 15HP Per tick out of Combat and 4/5HP per round in Combat
100: 5% Of Health regenerated out of Combat/tick and 6HP/Round in Combat

2 Likes

DR would trivialize many hostile creatures. Sure, they could be made stronger but that would force every melee character into heavy armor unless light and Force would gain a resuced DR as well.

I’m not certain that would be good idea to be honest. The current system may not be ideal, but it works so far.

The current system is a flat increase of AC where Heavy attains more base AC than Light. Note that all armor types allow the benefit of dex AC bonus. At the same time, Heavy users are more likely to dedicate points into Str due to the associated stats being Con and Str only, where as light armor is Dex and Con.

The mechanical interpretation of AC is often seen as “the attack being deflected by heavy armor thus rendered no effect, or the attack being dodged by light armor thus the hit did not land.”

I wanted to suggest the following:

  • Heavy armor gets the most #/- DR out of all armor
  • Light armor gets about half of the Heavy’s #/- DR
  • Force armor gets bonus for FP as well as % Dmg Immunity.

On top of all these, allow enhancements or mod slots to further modify % Dmg Immunity to specialize certain armors against certain situations. (Not sure if that’s already IG)

This way, small but numerous attacks that “beats the AC check” will still be reduced by Heavy Armor, where as heavy hitting weaponry (2H and Blaster Rifle) will have an “armor piercing” effect that’s more effective vs Heavy Armor.

The % Damage Immunity on Force armor can be interpreted as while it can reduce large amounts of heavy damage effectively, it will always allow damage to go through compared to Heavy or Light Armor as suggested.

Note that there are more variables such as perks and skills distribution than the listed above, so it might be a balancing nightmare for both PvE and PvP, at the same time, it’d probably make more sense (hard to gauge) and allow more variation.