all heard about the way many powers are severely gimped at higher difficulties
due to everyone having armour or shields. I’m pretty sure the reasoning for giving
protected enemies immunity to powers was to stop bosses or tough enemies being
instantly disabled by biotics. However it takes most of the fun out of
powers when you can’t even use them on the weakling enemies.
My suggestion:
For the sake of clarity:
Protection = Points of Shield or Barrier Remaining+ Points of Armour Remaining.
Also, lets assume weak enemies like Vorcha or Merc Troopers have 100 max protection and
enemies like Krogan or Centurions have 400 max protection.
Basically, enemies should only be totally immune to powers when their protection is above
about 200 points (actual value doesn’t matter), below that mark they become
less and less immune to powers.
So:
200 protection = 100% Immune = Powers have 0% affect
150 protection = 75% Immune = Powers have 25% affect
100 protection = 50% Immune = Powers have 50% affect
50 protection = 25% Immune = Powers have 75% affect
5 protection = 2.5% Immune = Powers have 97.5% affect
Formula version: Power Strength = 1-(Protection/200)
The percentage of affect applies to most of the powers stats: damage, duration,
newtons of force, radius etc and it appears below the targets Health Bars. Very
small amounts of force would just cause staggering rather than knockdown.
Powers that would be affected by this: Pull, Throw, Singularity, Shockwave, Cryo Blast,
Overload (only versus mechs with armour), AI Hacking.
This basically means that Bosses are still not going to be instantly rag dolled by
biotics, but now the weaker enemies can be tossed around straight away (though
removing shields first will give a better affect).
Modifié par Looy, 07 février 2010 - 09:27 .




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