Post#24 » Thu Dec 03, 2009 12:34 am
An interesting idea in that post Sarcon that got me thinking about some ideas. I know that it's possible within the melee calculations to mitigate percentages of damage. How possible is it to calculate a percentage of (possible) incoming damage and return a check for a defensive proc to heal the wearer off the buff by that percentage? So no matter the encounter, the buff retains it's full usefulness...for example (just throwing out an idea), if the heal was 25% of the sum of the minimum and maximum hit of a particular npc, a successful defensive proc on a swing from an npc that does between 1000 and 4000 (sum = 5k) damage a swing would be 1250 hp healed. Or if the npc has a range of 3k - 7k, the heal would hit for 2.5k hp. Obviously not a perfect system, due to the sporadic effects of the RNG, but you get the general idea....
On that same train of thought, what about a damage shield that operates in a similar fashion? Each hit is separately calculated and gives damage to the npc based on a percentage of that hit. So for example, for the sake of even numbers, let's say the damage shield does exactly 5% of each successful hit. Mob hits player with the damage shield buff for 3000, and in turn takes 150 points of damage from the damage shield (or if the hit lands for 300, npc only takes 15 points of damage). This way, the damage shield scales through all content, and all encounters.
If this is possible, it could open up a whole new uniquely useful line of utility buffs for druids that could make them desirable.
Edit: Just a fun idea to toy with, I haven't the slightest clue on how possible that is to code....