Game Mechanics - Overflow Armour Penetration (2024)

IgnisCervus

Torch God
  • Nov 25, 2023
  • #1

Currently if you have excess armour penetration (e.g. blade staff on regular enemies with their high armour penetration), it

does not function differently

to using a weapon with just the right amount of armour penetration.
*This is simply to my knowledge. Please correct me if I'm wrong.

My suggestion is to

hyperbolically

(deteriorating as you add more) overflow excess armour penetration to deal extra damage, or even have a chance to inflict a variation of Bleeding on enemies that deals a DoT (damage over time). I'm not sure exactly how to balance this, or if it would affect powercreep at all, so feedback would be greatly appreciated.

Alternatively;

There may be various accessories which have varying effects on weapons when used in conjunction with excess armour penetration. This would exist as an alternative to the above suggestion, and would instead add several accessories that apply debuffs in place of excess armour penetration, perhaps increasing the duration of said debuffs hyperbolically.

Last edited:

Stellar Mastodon 267

Terrarian
  • Nov 25, 2023
  • #2

You mean, put a cap on the amount of armor penetration we can get? No thanks. That technical drama he boost is all that’s getting some of us through out master/legendary playthroughs.

IgnisCervus

Torch God
  • Nov 25, 2023
  • #3

Stellar Mastodon 267 said:

You mean, put a cap on the amount of armor penetration we can get? No thanks. That technical drama he boost is all that’s getting some of us through out master/legendary playthroughs.

No; I mean that if you have more armour penetration than the amount of armour the enemy has, it deals extra damage depending on how much extra armour penetration you have.

CannedPotato

Retinazer
  • Nov 25, 2023
  • #4

I like the idea but there are a handful of weapons that rely only on penetration to deal damage and make up for it by consistently hitting for a decent enough amount of damage like the blade staff, making penetration able to overflow and make enemies calculate with negative defense would make them way too powerful.

IgnisCervus

Torch God
  • Nov 25, 2023
  • #5

CannedPotato said:

I like the idea but there are a handful of weapons that rely only on penetration to deal damage and make up for it by consistently hitting for a decent enough amount of damage like the blade staff, making penetration able to overflow and make enemies calculate with negative defense would make them way too powerful.

It'd be a lot less powerful than the base armour penetration, and it would stack hyperbolically, meaning after a certain point it doesn't do much. Essentially, there still remains an upper cap of how much extra damage you can do.

Although I do see your point; Blade Staff could easily become one of the best crowd control weapons in the game with this implemented. I'm unsure how to balance this.

Perhaps utilising the alternative DoT Bleeding debuff I proposed in the OP could work instead, or some other debuff that reduces mobility on enemies. This would give it more utility rather than damage output.

Stellar Mastodon 267

Terrarian
  • Nov 25, 2023
  • #6

Oh. Excess penetration gets turned into bonus damage. I support that.

IgnisCervus

Torch God
  • Nov 25, 2023
  • #7

Updated the OP with an alternate suggestion.

J Bame

Terrarian
  • Nov 25, 2023
  • #8

At that point rename the stat to "flat damage increase"

Anyways, no. Armor penetration is there to ignore armor. If there is no more armor to ignore logically more points on the stat will do nothing.

Going deeper into it, certain weapons have innate Armor penetration because otherwise they would lose a huge amount of DPS to defense, and conversely gain a huge amount of DPS from armor penetration. Without this innate armor penetration these weapons are practically unusable without armor penetration and potentially extremely strong with it.

Blade Staff is a good example: there was a bug that made armor penetration work like this (to some extent) and it made it stronger than intended.

IgnisCervus

Torch God
  • Nov 25, 2023
  • #9

J Bame said:

At that point rename the stat to "flat damage increase"

It's not a flat increase though, it's deteriorative. Obviously it needs more balance, this is a very rough idea.

J Bame said:

Anyways, no. Armor penetration is there to ignore armor. If there is no more armor to ignore logically more points on the stat will do nothing.

I understand that, but realistically thinking armour penetration would continue to penetrate even if there's no armour left. A bullet that can go through a wall and still retain velocity and power will continue to do so unless it is stopped.

J Bame said:

Going deeper into it, certain weapons have innate Armor penetration because otherwise they would lose a huge amount of DPS to defense, and conversely gain a huge amount of DPS from armor penetration. Without this innate armor penetration these weapons are practically unusable without armor penetration and potentially extremely strong with it.

Yeah, I was thinking it being affected by the weapon's base DPS, and scaling with that.

J Bame said:

Blade Staff is a good example: there was a bug that made armor penetration work like this (to some extent) and it made it stronger than intended.

Huh, didn't know about that. I imagine Blade Staff would've been overpowered on crowds in that context.

J Bame

Terrarian
  • Nov 25, 2023
  • #10

IgnisCervus said:

It's not a flat increase though, it's deteriorative. Obviously it needs more balance, this is a very rough idea.

The only difference between armor penetration and a flat damage increase is that armor penetration is limited by how much armor the enemy has. Without that limit it may as well just be a flat damage increase.

IgnisCervus said:

Yeah, I was thinking it being affected by the weapon's base DPS, and scaling with that.

dont overcomplicate it

IgnisCervus

Torch God
  • Nov 25, 2023
  • #11

J Bame said:

The only difference between armor penetration and a flat damage increase is that armor penetration is limited by how much armor the enemy has. Without that limit it may as well just be a flat damage increase.

dont overcomplicate it

I'll think into it a bit more, see if I can balance it out without being too complex.
Thanks for the feedback, I appreciate it Game Mechanics - Overflow Armour Penetration (12)

Orchamut

The Destroyer
  • Nov 25, 2023
  • #12

If you notice you somehow have too much armor penetration, you can just adjust your build to compensate. Ichor is just one debuff and the Shark Tooth Necklace and Stinger Necklace each take up a whole accessory slot. Max armor penetration builds don't need to perform perfectly everywhere.

Big Sammich

Duke Fishron
  • Nov 25, 2023
  • #13

Not a whole lot I can add here, to be honest, but I agree with whats been said. I don't think it would be a good addition. Armor penetration is meant to make compensate for low base damage, not just be a flat damage increase.

Eye Of Cthulhu 🌳

Eye of Cthulhu
  • Nov 25, 2023
  • #14

Yeah, I like this, but it would be abused to hell and back for 50 damage blade staves. Alongside Whip stacking, that would make a few Blade staffs have 2000 dps.
Seems like a good concept, but it would be horribly broken.

F

Ferrin🌳

The Destroyer
  • Nov 25, 2023
  • #15

Armor penetration is a stat aded directly to avoid increasing damage in certain cases. I'm not again the idea of armor pen overfrlow giving chance to deal debuf like slowed or something but that's as much as it should go

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Game Mechanics - Overflow Armour Penetration (2024)
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