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Spiked Helmet


How much durability should the spiked helmet have?  

13 members have voted

  1. 1. How much durability should the spiked helmet have?

    • More durability than a football helmet (>450)
      3
    • Less durabity than a football helmet (<450)
      5
    • Same durability
      5
  2. 2. How much protection should it have?

    • More protection (>80%)
      4
    • 80% protection
      4
    • <80% protection
      5
  3. 3. How much damage should it deal?

    • Fixed amount of damage
      4
    • 25% the attack [reflection]
      7
    • 50% the attack [reflection]
      1
    • Other
      1


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Based on the thread asking for new ways to spend hound's teeth

 

You could craft it with a football helmet, hounds teeth, + stingers (so they have a new use too!) 

[possible recipe: 1 football helmet, 3 hound teeth, 5 stingers]

Durability: 450 (Same as the Football helmet) / or slightly more (550)

Protection: 80% (Same as Football helmet) / or slightly less (70-75%)

Special: Damages an enemy that hits you with a physical attack. The damage depends on how hard they hit you 

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Well spikes on a helmet make more sense if it can damage enemies too... I guess the word "reflect" has something to do with it?

How about having the helmet deal a fixed amount of damage on an enemy?

31 minutes ago, DwerBomb said:

Special: Reflects 25% of the damage absorbed to the attacker if hit by a physical attack (works in pvp too, but with players only deals 15% of reflected damage)

this would kinda be OP for giants fights, in a way... and at the cost of just hounds teeth and a football helmet...

6 hours ago, Quyzbuk said:

I don't think the reflect damage part is necessary, but I can definitely get behind a bit more durability or slightly increased protection on the idea.

 

6 hours ago, Asparagus said:

Well spikes on a helmet make more sense if it can damage enemies too... I guess the word "reflect" has something to do with it?

How about having the helmet deal a fixed amount of damage on an enemy?

this would kinda be OP for giants fights, in a way... and at the cost of just hounds teeth and a football helmet...

By reflecting I mean it damages the enemy by 25% of the damage of their attacks. 

that would mean that even against the deerclops it only deals 25 damage. 

So on second thought having a fixed amount of damage sounds better (25/30 dmg?)

3 hours ago, DwerBomb said:

 

By reflecting I mean it damages the enemy by 25% of the damage of their attacks. 

that would mean that even against the deerclops it only deals 25 damage. 

So on second thought having a fixed amount of damage sounds better (25/30 dmg?)

Look at those numbers you just put up and tell me with a straight face that you are being serious. And if you manage to do that, check yourself into the nearest insanity ward.

26 minutes ago, Quyzbuk said:

Look at those numbers you just put up and tell me with a straight face that you are being serious. And if you manage to do that, check yourself into the nearest insanity ward.

My memory failed, I thought the deerclops had a 100 dmg attack

15 minutes ago, Quyzbuk said:

Look at those numbers you just put up and tell me with a straight face that you are being serious. And if you manage to do that, check yourself into the nearest insanity ward.

:3

well, Deerclops damage is 75 to player and 150 to mobs... so 25% of of 75 would be... about 18-19 :)

20 hours ago, Asparagus said:

:3

well, Deerclops damage is 75 to player and 150 to mobs... so 25% of of 75 would be... about 18-19 :)

My bad, the Bearger was the one who deals 100 dmg 

But yeah, 25% is too low, since you have to get hit to activate the effect...

50% is more reasonable...?

The point I was making wasn't about the math (not that math anyway from the bosses), reflected damage is a big no-no for this kind of game, ESPECIALLY if you're gonna have ridiculous numbers like that being reflected back. Even if you're trying to think of it as a IRL scenario, nobody is going to headbutt / slam their fist on a spiked surface, it should only deter (aka offer more protection) from getting attacked, not penalize the person/thing attacking. Not to mention it should not be doing close to / equal amounts of damage from where it came from originally (i.e. the hounds)

40 minutes ago, Quyzbuk said:

The point I was making wasn't about the math (not that math anyway from the bosses), reflected damage is a big no-no for this kind of game, ESPECIALLY if you're gonna have ridiculous numbers like that being reflected back. Even if you're trying to think of it as a IRL scenario, nobody is going to headbutt / slam their fist on a spiked surface, it should only deter (aka offer more protection) from getting attacked, not penalize the person/thing attacking. Not to mention it should not be doing close to / equal amounts of damage from where it came from originally (i.e. the hounds)

Good god.

this is a game not reality, there's no reason to say I should go to an insanity ward just because of a silly suggestion I did. I understand how you may not like the suggestion, but its not going to be in the game just because I posted about it...chill out man! :u

and you say ENORMOUS damage is 25%? You know how much damage a spear does? And to damage the enemy with the helmet you also have to be hit!

...I really see nothing op about that

 

 

And really...don't you think the hounds would try to hit you even if you were covered in knifes? They run for you even if you are surrounded by tooth traps. And Giants, they just want to stomp you down. Spiders, they want to defend the den. It IS realistic that they would hit you even with a spiked helmet on

26 minutes ago, Quyzbuk said:

The point I was making wasn't about the math (not that math anyway from the bosses), reflected damage is a big no-no for this kind of game, ESPECIALLY if you're gonna have ridiculous numbers like that being reflected back. Even if you're trying to think of it as a IRL scenario, nobody is going to headbutt / slam their fist on a spiked surface, it should only deter (aka offer more protection) from getting attacked, not penalize the person/thing attacking. Not to mention it should not be doing close to / equal amounts of damage from where it came from originally (i.e. the hounds)

To quote Jbeetle -

"Immersion is not broken by unrealistic mechanics - it's broken by inconsistent mechanics that violate expectations."

Applying real-life logic to video games just makes things tedious and boring.  This is because they don't operate purely on logic, you also have to look at things from a gameplay point of view.  At the sacrifice of decreased defense, I think thorns armor is a perfectly reasonable idea.

34 minutes ago, Lord_Battal said:

At the sacrifice of decreased defense, I think thorns armor is a perfectly reasonable idea.

Thanks! And I was thinking about that, do you think the damage absorption should be slightly reduced? (Let's say, 75% instead of 80%, for example)

it could have more durability to compensate the less protection

A poll has been added

I chose "Other" as the damage reflected... my "math instincts" (basically just a guess based on experience) tell me the average damage dealt to mobs in relation to the damage reflected and accounting the amount of damage armor absorbs and the materials it uses make me want to say it should reflect somewhere about 15% or 20%.

(Plus it would look cool having a black color motif)

I think it should simply be around the damage of a spear. I feel this would be balanced. Increase the durability by say 50%-75% to make it worth making and keep the damage reduction the same. 

Should we say an 'average' mob (if there is such a thing) hits you once for every four times you hit the mob, this means that you're doing 25% more damage with this helmet (assuming you're using a spear and before we even get into things like stun-locking).The damage decreases the slower the attack of the monster, which tends to mean that it is a more powerful monster so damage reduction would be expected. This leads to it making common monster fights easier (common tasks becoming easier is the theme of DS progression) with more 'serious' monster fights being largely unaffected. 

So really what you're paying for is extra durability; the slight damage increase is just a bonus. I think this would be a sensible, balanced item. 

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