Shock Resistance - specifies the value of damage reduction taken from attacks that inflict Shock, as well as the application of the OVERLOADED status aliment.Radiation Resistance - indicates the reduced value of damage taken from attacks that inflict Radiation, as well as the application of the IRRADIATED status aliment.Rot Resistance - determines the reduction of damage taken from attacks that inflict Rot, as well as the application of the INFECTED status aliment.Fire Resistance - specifies the value of damage reduction taken from attacks that inflict Fire.Bleed Resistance - identifies the value of damage reduction taken from attacks inflicting BLEED.The formula for received damage is as follows: Damage Taken = (armor)/(armor+100) - meaning 100 armor reduces damage by 50% 200 armor reduces damage by 66.6% and 300 armor reduces damage by 75%. The higher this number, the less damage a player receives. Armor - determines the overall value of the player's defensive armor.Frost Damage - indicates the value of the weapon's Frost Damage.Corrosive Damage - indicates the value of the weapon's Corrosive Damage.Shock Damage - indicates the value of the weapon's Shock Damage.Radiation Damage - indicates the value of the weapon's Radiation Damage.Rot Damage - indicates the value of the weapons Rot Damage.Fire Damage - indicates the value of the weapon's Fire Damage.Critical Hit Damage - determines the damage value dealt with Critical Hit Damage on enemies and/or bosses.Critical Hit Chance - determines the odds of acquiring a Critical Hit Chance on Enemies and/or Bosses.Melee Weapon Damage - determines the attack power of Melee Weapons.Hand Gun Damage- determines the attack power of Hand Guns.Long Gun Damage - determines the attack power of Long Guns.I I think it may in the long run, detract from the long-term replayability as well. While I applaud the ridiculous number of ambulance and ring editions in this title, it feels very odd (and the only title I can think of with this emphasis on so much neckwear/ring load out) basing a build or prepping for a tough fight with armor not needing any consideration other than minimal. As it is, having the majority of unlocks both easily available at the start vendor, and now lacking set bonuses, rather detracts from generating interest in it at all. It's been some of my favorite moments solving the puzzles required to unlock some of the sets that are not actually available from the beginning, missed opportunity here - more of that tomb raider feel is always welcome in my book. The first game also had a fairly long list of cosmetic unlocks, which would have addressed the development team wanting to deviate from putting so much emphasis toward armor, or concern for players who enjoyed the cosmetic aspects. The set bonuses are no longer in game, but we're never a problem in the first title - there was always an amulet or ring workaround to deviate from heavy build flopping (with only 1/4 of the ring options I might add). It's too readily available from the start of the game to be cherished, with multiple classes unlocking instant rewards from the start vendor. I would agree with the post me, armor in its current state /feels bad. I can see the downvotes coming already ).
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