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Advice needed on damage reduction on armour


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#1
AaronH

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I've only just recently learnt that damage resistance doesn't work, for physical styles (slash etc).

 

My project consists of a combat triangle.

 

Melee > Mage > Range > Melee

 

 

Currently what I have;

 

Metal armour - slash/bludge/pierce resistance.

 

Leather - Magical resistance.

 

Cloth (robes) - Slash/Bludge resistance.

 

 

Now that I have to scrap that, what alternative could I take to keep the combat triangle balanced for reducing damage on armour?



#2
kevL

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It's not that Damage Reduction doesn't work - it has to be implemented properly.

- things changed since NwN, but the old stuff was left in and it gets confusing ...

When you open an item-blueprint in the TS, under Properties|Behavior, there is "Damage Reductions". Creatures have "Damage Reductions" under Properties|Character Sheet. That's the correct way to put DR on an item. Conversely, under "Item Properties" it's possible to put on Damage Resistance w/ some physical type. That's not right.

Basically stay away from Resistances [maybe also Immunities and Vulnerabilities] when dealing with physical damage types. They might work or they might not

see:
http://nwn2.wikia.co...mage_Resistance
http://nwn2.wikia.co...amage_reduction



other than that i'm not sure what you're trying to do ...
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#3
Dann-J

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You might have trouble with the magical resistance (AKA spell resistance) on leather armour:

 

http://forum.bioware...rking-solution/

 

 

Unless it's resistance to actual magic damage (of the sort done by magic missiles), in which case the item property approach would work. Item property resistances *do* work when it comes to resisting energy damage (fire, cold, magic, etc).



#4
-Semper-

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as kevl said, there's a difference between damage resistance and damage reduction. damage resistance negates a flat amount of the specified damage and can't be overcome. it's defined in the item's properties of the blueprint. damage reduction negates a flat amount of all incoming damage and can be overcome with a specified damage type. damage reduction is defined in the blueprint's properties.

 

in your case damage resistance would be best to emulate different armor types. sadly it won't work with physical damage, at all (afaik). you could try to implement a lite version through damage reduction, but this way your armor blocks all incoming damage. say you could define "5/slash" and all damage will be reduced by 5 and only a slashing weapon will overcome this reduction. dunno what happens if you're attacking with magical damage, but i guess it will be reduced too. you could also define a logical combination like "5/slash and piercing". now slashing and piercing weapons will overcome the reduction.

 

afaik you can't define more than one damage reduction property, only the first entry will work. that's why it will never work the same way as damage resistance of different armor types. perhaps it's possible to script hook the incoming damage and script a working damage resistance solution, but this for sure will be a hell of a work.



#5
AaronH

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It's not that Damage Reduction doesn't work - it has to be implemented properly.

- things changed since NwN, but the old stuff was left in and it gets confusing ...

When you open an item-blueprint in the TS, under Properties|Behavior, there is "Damage Reductions". Creatures have "Damage Reductions" under Properties|Character Sheet. That's the correct way to put DR on an item. Conversely, under "Item Properties" it's possible to put on Damage Resistance w/ some physical type. That's not right.

Basically stay away from Resistances, Immunities, and Vulnerabilities when dealing with physical damage types. They might work or they might not

see:
http://nwn2.wikia.co...mage_Resistance
http://nwn2.wikia.co...amage_reduction



other than that i'm not sure what you're trying to do ...


Woops sorry, I meant resistance xD I play too many games with the word reduction lol



#6
AaronH

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Eghh, I'll try and make it simple;

 

 

There's 4 classes in my module.

 

Fighter, Ranger, Wizard, Rogue.

 

 

Fighter is: Strong against Ranger & Rogue / Weak against Wizard

Ranger & Rogue's are: Strong against Wizard / Weak against Fighter

 

Wizard is: Strong against Fighter / Weak against Ranger & Rogue.

 

So let's say I'm a fighter with full metal armour (Plate, helmet, shield).

Against a Wizard, I'll be taking more damage.

Against a Fighter, I'll be taking average damage.

Against a Ranger or a Rogue, I'll be taking less damage.

 

 

I originally had say, my Iron plate to have;

+5hp

5/ Slash dmg resistance
5/ Pierce dmg resistance
5/ Bludge dmg resistance

 

 

I can't exactly use element damage resistance because in my project, it's rarely used.

Does melee damage style work with reduction?



#7
Dann-J

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For your plate armour example (DR 5 verses all physical damage), you can add a non-specific damage reduction entry to the item, just like adamantine armour has (although adamantine full plate only has DR 3 in the existing blueprint). For the +5 HP you would add an item property.

 

I don't see how you'll achieve different damage reduction values verses different classes though. Even if you assume rogues and rangers will be doing piercing damage (which is a big assumption), as Semper suggested it's doubtful that you can have multiple damage reduction entries.

 

You can create a single amount of damage reduction that can be overcome by multiple physical damage types though, by combining them with an OR operator. If you wanted a certain type of armour to protect only from slashing damage, for instance, you could create a damage reduction entry that can be overcome by piercing OR bludgeoning. Anything other than slashing damage would then get through.

 

If you wanted to protect from both slashing and piercing, then you would set up the damage reduction to only be overcome by one damage type (bludgeoning).

 

Since most offensive wizard spells will be doing some sort of elemental damage, no amount of damage REDUCTION will protect from them (which is what you appear to want). Only damage RESISTANCE, or spell resistance (which is bugged), would provide elemental protection. The exceptions will be spells that do physical damage, like blade barrier or earthquake.



#8
kevL

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EffectDamageResistance problem

good luck,

#9
AaronH

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For your plate armour example (DR 5 verses all physical damage), you can add a non-specific damage reduction entry to the item, just like adamantine armour has (although adamantine full plate only has DR 3 in the existing blueprint). For the +5 HP you would add an item property.

 

I don't see how you'll achieve different damage reduction values verses different classes though. Even if you assume rogues and rangers will be doing piercing damage (which is a big assumption), as Semper suggested it's doubtful that you can have multiple damage reduction entries.

 

You can create a single amount of damage reduction that can be overcome by multiple physical damage types though, by combining them with an OR operator. If you wanted a certain type of armour to protect only from slashing damage, for instance, you could create a damage reduction entry that can be overcome by piercing OR bludgeoning. Anything other than slashing damage would then get through.

 

If you wanted to protect from both slashing and piercing, then you would set up the damage reduction to only be overcome by one damage type (bludgeoning).

 

Since most offensive wizard spells will be doing some sort of elemental damage, no amount of damage REDUCTION will protect from them (which is what you appear to want). Only damage RESISTANCE, or spell resistance (which is bugged), would provide elemental protection. The exceptions will be spells that do physical damage, like blade barrier or earthquake.

My project is restricted, weapon and spell wise. A rogue would be smart to use daggers for example, but by all means, they can use swords/scimitars/maces etc but a rogues a rogue and would be no match to 1v1 a fighter.

Then I get confused to hell on the wiki of Dmg Reduction..

 41da76a5707ccabc8df8e9654a5e3732.png

Why would the creature receive the full damage if the weapon is silver? If you're 10/silver, shouldn't that take 10 damage off every time you get hit with a silver weapon? Why is it completely the opposite lol

With that being said, if my plate armour had 10/slash, why would slash be strongest against it?

 



#10
kevL

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caus yer reading it backwards
The type behind the slash/ is what bypasses reduction

#11
AaronH

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caus yer reading it backwards
The type behind the slash/ is what bypasses reduction

I realized that, I just felt that it was backwards. Imo, it should indicate what damage it does reduct, not what it doesn't.

But thanks for clearing that up.

As for the rest of the reduction type, is that all ok? It takes me a good number of hours editing over 300 items with prices and stats and then the shops, so I'd like to get it perfect.

Does damage reduction magical work for example?



#12
kevL

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the way i see it, and I'm scratching my head as much as anyone, so ...

Reduction affects physical damage only. And the type of attack is what bypasses.
Resistance affects non-physical damage only. And the type of attack is what gets resisted.

And due to unresolved issues, it's possible to assign non-physical parameters to Reductions and physical parameters to Resistances. But i suggest don't do that without a lot of testing to figure out what's really going on ... in fact i suggest avoiding that completely unless I'm roughly mistaken.


re. 300 items. uhr, you want to do some experiments with one or two items first ..........
 

Does damage reduction magical work for example?

to me, that's a contradiction in terms -- "magical" is a non-physical damage type and should only be used as a Resistance

again, unless i'm mistaken,

#13
AaronH

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Ok, so say if I were to;


Plate armour; 15/magical ==== Reduces 15 damage in bludgeoning/pierce/slash (Damage Reduction)

Leather armour; Damage resistance 15/magical ==== Reduces 15 damage on spells

 

Robes; 15/pierce ==== Reduces 15 damage in slash & Bludgeoning (Damage Reduction)

 

 

Then take a look at the combat triangle i demonstrated above (excluding the "assumptions").

Is that do able and will it work. Every corner I turn I seem to find a new broken bug or something.
 



#14
Dann-J

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'Damage reduction verses magical' means that weapons with a magical enhancement (+1, +2, etc) would bypass the damage reduction. You can specify what level of magical weapon is require to negate the damage reduction. For instance, adult dragons have damage reduction verses +2 weapons, so you need at least a +2 magical weapon to negate their damage reduction (a +1 weapon wouldn't do the trick).

 

Damage reduction will never protect you from spells - expect perhaps for spells that do physical damage (like blade barrier). Even then, it's possible for the spell script to apply damage that ignores reductions or resistances completely.



#15
kevL

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DReduct/DResist is distinctly touchy ...

so you want
- Plate to protect against physical
- Leather to protect against non-physical
- Robes to protect against physical(Slashing/Bludgeoning but standard vs. Piercing)

Plate
go to item's Properties
in Damage Reductions, add DamageAmount 15, Piercings NONE
IG Examine says Damage Reduction: 15/Bad Strref
tested vs Giant Greatsword, absorbs 15 hp
tested vs Magical damage effect, bypasses

Robes
go to item's Properties
in Damage Reductions, add DamageAmount 15, PiercingType Damage Type, SubType Slashing Piercing
NOTE this was tested w/ subtype Slashing but should work okay for Piercing, respectively.
IG Examine says Damage Reduction: 15/Slashing
tested vs Giant Greatsword, bypasses
tested vs giant's fist (bonus!), absorbs 15 hp
tested vs MorningStar +1, absorbs 15 hp
Spoiler

tested vs Spear +3, absorbs 15 hp

remember that was tested vs Slashing-type so reinterpret as Piercing-type ...

Leather
go to item's Properties
in Item Properties, add Damage Resistance type w/ CostValue 15
- Acid
- Cold
- Divine
- Electrical
- Fire
- Magical
- Negative Energy
- Positive Energy
- Sonic
IG Examine says Damage Resistance: <type>/15
tested vs. a script that applies all 9 types at once; each absorbed 15 hp


... there are other ways [ scripting ]
on the good side, the TS didn't crash
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#16
Lance Botelle

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EffectDamageResistance problem

good luck,


Hi,

As KevL says, we really did bash this one out in this thread ... I believe we answered all potential issues here, so it's worth looking at.

Cheers,
Lance.

EDIT (THE FINAL POST FROM THAT THREAD)

Final post for clarity ...

EffectDamageResistance: Cannot use this function to add *ANY* DR reduction.
ItemPropertyDamageReduction: Have not been successful in adding DR to skin or armour items.
EffectDamageReduction: Have only be successful in adding a *pair* of DR and not one by itself. (Use IP_CONST_XXX and reverse logic.)

EXAMPLES:

eDR = EffectDamageReduction(5, 0, 0, DR_TYPE_DMGTYPE); // Applies DR for P and S (B Gets Through)
eDR = EffectDamageReduction(5, 1, 0, DR_TYPE_DMGTYPE); // Applies DR for B and S (P Gets Through)
eDR = EffectDamageReduction(5, 2, 0, DR_TYPE_DMGTYPE); // Applies DR for B and P (S Gets Through)

SET VIA TOOLSET PRIOR PLAY (CREATURES AND ITEMS): Appears to work if you bear weapon corrections into account (See next).

The Morningstar is BLUDGEONING only (TLK 5412 NEEDS CORRECTING) and that the Longsword is both SLASHING AND PIERCING! Also SLASHING & PIERCING: Bastard Sword, Halberd, Katana, Scythe. (Total five weapons.) Therefore, Longsword (TLK 5417), Bastard Sword (TLK 5434) and Katana (TLK 5423) need descriptor correction.

From the toolset setting, we have the option of applying "OR" logic to the "piercings" selected, which means we can make it so a creature (or item) has DR against only ONE type. In theory, as applying this to a "skin" item is possible, it means we can also create different skins and alter "monsters" on the fly by swapping out "skins". NB: Using skins with PCs is NOT possible in NWN2 due to problems that come from doing so. (See my blog for details. Search for "skin".)

For PCs, a better solution would be to use the DAMAGE IMMUNITY (5-90%) v WEAPON DAMAGE TYPE rather than the DR for an item when only one DR type is required, due to the problems noted in the image in the previous post. (i.e. Property presentation and lack of recognising the property is actually present!)

I think that is everything!

Cheers,
Lance.

#17
AaronH

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kevL,

Again, thank you so much for addressing the situation, but (now that I'm working on re-working my armours), would it still work in reverse?


So initially I'd want armour weak to spells, So like leather armour which is a 15/ per element, would -15 make spells hit 15 more damage?



#18
kevL

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i don't believe there is a set-pt. increase, so look into Damage Vulnerability (right under Damage Resistance in itemproperties)

it goes by percent increase. To get a set-pt. increase you'd have to script the onDamaged event*, i guess


I think Vulnerabilities also work for physical damage types. Not sure atm. But the Damage Bonus itemproperty should work also, on a weapon.


--
*probably won't fire for a player-controlled character (unfortunately)