RavenRed: Just 2cworth or so on the new damage types in the 3.0.0 CVS – BLUNT, EDGED and PIERCE. These damage types appear to be being used mainly for player weapons.
Apart from the obvious resistance implications of the new damage types (Trying to stab a skeleton or cut a stone golem), I’d like to propose some effects of the new damage types.
- BLUNT – Similar to the Stunning-Blows skill, a critical hit should give a chance of stunning. The percentage chance should maybe = Blow Damage / Total Monster HP. Therefore, if you brain a small Kobold for ½ its HP, it will most likely go ga-ga However, the same blow on a AMHD would have a very small chance of making it even pause.
- EDGED – Blood! The Blood! Will make your foe bleed on Critical Hits with the percentage chance (Blow Damage *3/2)/ Total Monster HP. Yes, a greater chance of occurring, but with an overall lesser gameplay effect
- PIERCE – On a critical hit, the same game-effect as a Vorpal hit occurs. “Your weapon stabs deeper.” This simulates “running someone through”. The chance should be the same as the blunt damage effect
(OK, to answer the obvious question “Why didn’t you just use the Vorpal effect for EDGED?”, it was because I couldn’t think of a better effect for piercing damage, and the bleeding thematically fits edged to a tee)
For combined damage types (which are allowed for in the current CVS), each damage type would have to be applied separately for the appropriate percentile of damage. (i.e if a FIRE/PIERCE attack was a crit-hit, only the proportion of the damage which was PIERCE would be used to calculate the chance of the effect).
Of course, if these new damage types are going to remain merely different ways of expressing GF_HURT, then the creative use of resistances will still make them an interesting addition to ToME.
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