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      ATTENTION Forum Database Breach   03/04/2019

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prof

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  1. Discussion thread for the Combat Revamp

    I know this is sloppy, and probably hard to read, but I'm not very good at this kind of thing. It's just an idea I have that I figure at least some of you might be interested in. My idea: Introduce defenses against specific types of attacks, and armour that specalizes in defending against different types of damage(Heavy, Medium, Light, Robe). I'm just going to make up a defense system here to portay how this could be done. All defenses range from 0-100% damage reduction, preferably with "diminishing returns", making the higher amounts harder to reach. This type of system would give an eventual endgame cap for armour, but it may also add support for hybrid-type armours. To display what I mean by having different armours protect against different types of damage, let's assume the following examples are of the current end-game(or, best) equipment. Heavy armour: -50% Stab, -40% Slash, -30% Crush, -50% Arrow. Set Effect: = Ability to wield a shield(?) Medium armour: -30% Stab, -40% Slash, -50% Crush, -30% Arrow. Set Effect: = +10% HP. Light armour: -40% Stab, -50% Slash, -30% Crush, -30% Arrow. Set Effect: +10% Critical Hit Chance. Clothes/Robes: -10% Stab, -10% Slash, -10% Crush, -00% Arrow. Set Effect: +10% Attack Speed. Shield: +10% all defenses, -5% Attack Speed, possibly only protect against arrows damage if it hits the shield. I added a set effect to each type because I think the player should be rewarded for wearing a full set of that specific type. This would encourage people to wear a full set of one type, rather than miss-matching just to get the best of everything. To prevent the game from turning into: "everyone wear heavy, it's best", I think it would be wise to add small negatives/bonuses to each piece. Heavy armour could give negative speed and increased hunger usage, medium could do the same at lower values, light could offer unmodified speed and extra attack rate, and robes could offer extra speed and reduced hunger loss. But that only covers the defense aspect of such a rework, you also have to consider the attack. Obviously, this would make different weapons more useful than the other for different things, encouraging people to make more than just the best sword they can get. But to keep it from simply being click-until-enemy-dies, and relying on the absurd knockback of every attack already ingame, either skills or directional damage and knockbacks based on the weapon and attack should be introduced. For example: Idealy, directional damage would be used. By directional, I mean moving in different ways causes you to use your weapon differently. Strifing left would cause a slashing animation to the left, and vice-versa if you strife to the right. Moving forward would cause either a jabbing attack, or a crushing attack. Moving backwards would probably do small, weak attacks that do decreased damage. Standing completely still would do little more than get you killed, and lesser the momentum behind your attacks; whilst sprinting would cause you to do increased damage. With the introduction of shields, and general use of the left hand, it also adds the possibility of two-handed weapons that are more powerful than their one-handed counterparts while lacking the ability to block. I wouldn't be sure how to properly balance skills, or even make them work in Minecraft, unless you made directional attacks trigger a specific skill.