[Request] Weapon effects, striking, & damage
Boaster
Member Posts: 622
I have noticed in some of my modding of BG1, BG2, and BG Tutu that there are certain effects that cannot be obtained with the present way the infinity engine works.
One such example is "Ignoring Physical Resistance" based upon chance on striking.
To accomplish this, the enemy would first have to be struck to "reduce" their physical resistance to zero, and then the physical resistance can be ignored for the next 6 seconds on an attack.
Presently, all weapon effects apply after damage rolls are calculated. The same would apply if you wanted an item that would ignore up to 2 AC of the target. A modifier would have to be added to an Attack to reduce AC by 2 (plus 2 AC) and have a temporary duration on it. And again, AC would be reduced after the attack and the following attacks in the next, say 6 seconds (per duration of the modifier), would hit the target easier. And even so, with an item modifying AC by 2, it could be temporarily stacked.
Ergo, I think would be good to have a flag or field in item modifications that would set priority of before, during, or after damage rolls are calculated.
One such example is "Ignoring Physical Resistance" based upon chance on striking.
To accomplish this, the enemy would first have to be struck to "reduce" their physical resistance to zero, and then the physical resistance can be ignored for the next 6 seconds on an attack.
Presently, all weapon effects apply after damage rolls are calculated. The same would apply if you wanted an item that would ignore up to 2 AC of the target. A modifier would have to be added to an Attack to reduce AC by 2 (plus 2 AC) and have a temporary duration on it. And again, AC would be reduced after the attack and the following attacks in the next, say 6 seconds (per duration of the modifier), would hit the target easier. And even so, with an item modifying AC by 2, it could be temporarily stacked.
Ergo, I think would be good to have a flag or field in item modifications that would set priority of before, during, or after damage rolls are calculated.
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