This update contains the combat overhaul in its entirety. There are a significant amount of changes and you can read about them in more detail in this document: https://tinyurl.com/3faeyec8
NOTE: This is part 1 of the overhaul and further patches will be coming soon as testing is conducted.
Please do consider taking the time to hop on Blight and try out the changes. We have a new way to send in feedback. A cutting edge technology called "email" has been setup. Rather than writing things down old school, you can type into your computer and the letters will fly across the internets and arrive for all of us to see: [email protected]
This guarantees that your feedback is seen by every developer (unlike Discord posts that may be missed by some). As always, the support system is also available at https://support.istaria.com
Summary of changes:
- To-Hit and Avoidance (Dodge, Parry and Block) have been entirely reworked and are now more predictable.
- Separate evasion checks have been removed and are part of the dodge check. All players (and monsters) now check for dodge.
- Direct reduction of damage by armor has been replaced by a % reduction (called mitigation).
- Glancing Hits and Critical Hits/Heals have been added to the combat experience.
- Armor has varying levels of effectiveness against physical, mystical, arcane and special damage types now.
- Ethereal Damage/Armor has undergone an overhaul.
Ethereal Armor and Damage
Ethereal Damage is no longer a Damage-Path, but instead is now a damage type (similar to Spirit or Flame or Slash). This means that it will be checked against standard armor (though armor is less effective by 50% against it).
As a result of this change, ethereal armor has been replaced with ethereal resistance and a new stat called ethereal ward has been added. This stat can be buffed/debuffed and applied to equipment like any other ward stat.