To give insight to player about the changes involved with our Armor Up changes, Paladin buffs, and other balance changes we are writing a series of developer diaries to explain upcoming changes we have planned for the game.
In this first offering we will discuss some extensions to our basic systems so players can more easily understand how all of this works together. With this post players should become more familiar with the following:
~ Physical Resist Rating (or PRR), the new formula the increases its power, and the bonuses to PRR that heavier armors will grant.
~ Magical Resist Rating (or MRR), the new rating that will mitigate magical damage, and the bonuses to MRR that heavier armors will grant.
~ Melee Power, the new melee specific attribute similar to Spellpower, and how certain static effects will scale with this new attribute.
~ Ranged Power, the new missile specific attribute similar to Spellpower, and how it might affect future abilities.
~ Improvements to the mitigation of heavier armors.
NOTE: I realize some of this is math heavy designer speak, but we felt that the DDO players interested in these details would benefit from a post about how all of this fits into our greater balancing plan, and how it begins to put pieces into place for future balancing.
We are expanding some of our existing systems to give much needed tools to balance characters in both heroic and epic levels. To understand some of our upcomg changes, players will want to familiarize themselves with four attributes which extend the current system.
Physical Resist Rating
The attribute is used to mitigate physical damage of all types. The game already has Physical Resist Rating. We are changing the mitigation formula of this attribute, effectively buffing its power. The new formula:
100 / (100 + Rating)
This boost will help mitigate the damage of melee enemies in Epic Elite and will help players to build characters that can survive toe to toe with those enemies.
Magical Resist Rating
This new attribute is the magical equivalent of PRR. It can be increased by wearing armor, gearing up Sheltering effects, and picking certain enhancements. This rating works on most magical effects. It will not reduce force, bane and some other special effects. The mitigation this rating provides following a similar formula as PRR.
100 / (100 + Rating)
The new attribute is essentially the melee version of Spellpower. Melee Power will not only increase the damage of straight weapon damage, but certain static effects from enhancements will now scale up with Melee Power allowing them to be more useful in epic levels. Melee Power will be gained from certain enhancements and from some melee epic destinies. Our plan is to have future loot include Melee Power. This rating increases melee attacks by the following formula.
(100 + Rating) / 100
As we rebalance static effects found in enhancements we will make these scale with Melee Power so they increase as you gain power and new loot. As an example, several Paladin damage sources that were previously static will now scale with Melee Power.
This new attribute is ranged version of Melee Power, or if you prefer the ranged equivalent to Spellpower. This rating increases missile attacks by the following formula.
(100 + Rating) / 100
This rating won't be used much in our first set of chancges but is a future tool for ranged builds.
With the description of these new attributes in mind, we next want to update you to upcoming changes to heavy armor and shields.
Buffing Heavy Armor
We've already talked about our plans for making heavier armors and shields more effective, and we want to update you with the latest design. Wearing armor will now provide bonus mitigation by increasing your Physical Resist Rating and Magical Resist Rating. We have updated values below.
Note that the values are changed from previously announced values. This is due to the fact that the Physical Resistance Rating formula has changed to offer more mitigation for each point. With the new PRR formula these new values offer similar mitigation to those previously announced.
Physical and Magical Resist Ratings offered by armor
Robes or Outfits: No PRR, no MRR
Light Armor: 10 PRR, 10 MRR if armor has enchantments. (This is in addtion to the current PRR bonus of 2 + (BAB / 2.0) )
Medium Armor: 20 PRR, 20 MRR if armor has enchantments. (This is in addtion to the current PRR bonus of 4 + (BAB / 1.5) )
Heavy Armor: 30 PRR, 30 MRR if armor has enchantments. (This is in addtion to the current PRR bonus of 6 + BAB )
Shields will give additional PRR and, if enchanted, MRR.
Physical and Magical Resist Ratings offered by sheilds
Light Shield: 5 PRR, 5 MRR if shield has enchantments.
Heavy Shield: 10 PRR, 10 MRR if shield has enchantments.
Tower Shield: 15 PRR, 15 MRR if shield has enchantments.
In addition, characters who are proficient with shields can also use the larger shields for defense against magical attacks that would normally require a Reflex saving throw. Instead of (or in addition to) using your Reflex saving throw to mitigate the damage you can deflect the damage off your shield. This is represented by increasing your Physical and Magical Resist Ratings against those types of attacks when using a shield. Note that you gain this additional mitigation whether you make your Reflex saving throw or not.
Physical and Magical Resist Rating multiplier against magical attacks that normally allow a Reflex saving throw.
Buckler: 1.0 (no additional mitigation)
Light Shield: 1.0 (no additional mitigation)
Heavy Shield: 2.0
Tower Shield: 2.0
This means that characters with heavier armor and/or heavy or tower shields have an alternate mitigation against large area of effect attacks to help them compete in high level content with characters who use Evasion.
Resistance Rating Caps and Evasion
In addition, there are new or changed caps on certain scores based on the armor you are wearing.
Light Shield: None
Heavy Shield: No Evasion feat
Tower Shield: No Evasion feat
Magical Resistance Rating Cap for armor
Robes or Outfit: 100
Light Armor: 200
Medium Armor: No cap
Heavy Armor: No cap
Note that we have designed this so characters cannot gain both Evasion and the shield bonus coupled with high levels of resistance rating. This is intentional, as a character with both would be too powerful.
Magical Resistance Rating and Loot
Magical Resistance Rating will appear on existing and future items with the Sheltering effect. All items with the Sheltering effect will give an amount of MRR equal to the PRR of that effect. Note that armor type will still limit the amount of MRR you can have. In the future items may offer additional sources of PRR and/or MRR in addition to sheltering effects.
How does all of this work in future balancing?
In the next Armor Up developer's diary we will talk about the following topics:
~ Melee Power and scaling static abilities in epic elite.
~ Updated changes to Paladin to help them be fun and competitive in Heroic and Epic Elite content.