Closed dorkster closed 12 years ago
Note that blocking (currently) doubles both Avoidance and Absorption. Perhaps we can add the player's Defense stat to the Absorption amount while blocking.
Instead of adding mental to shield, we could even add defense to shield.
Shield is a magic spell right now. Note we'll try to refactor it to be more flexible in the v0.18 changes. In PowerManager, buff_shield assumes it should grant maximum mental_dmg. Instead it should be based on the same base_damage stat that harmful powers use. Then we can make a temp-hp buffs that are magical, physical, defensive etc in nature.
Done for now. We can revisit finer tunings later.
Right now, bonuses can be added to the hero's StatBlock through engine/stats.txt.
bonus_per_defense isn't being currently used. @pennomi has suggested using it for the Block power (currently, Block simply doubles the player's avoidance stat). Any other ideas for powers, existing or otherwise, that could be boosted by bonus_per_defense?
On another note, is having these bonuses engine-level options flexible enough? There's the possibility of adding such bonuses to individual powers, but that might be overkill. Thoughts?