Thick Skin:
- reduces physical damage taken by 90% [increases effective hp by 1000%]
- any attempt to attack it with a physical melee weapon dealing less than 5% of its max hp will shatter it, taking 100% durability loss and breaking. So you are disarmed until you switch to a repaired weapon. Ranged physical weapons instead having their projectiles deflected
- alternatively ignores a flat amount of damage taken vs physical attacks. [atk - def = dmg]
Example: to bypass 1000 def, an opponent must have >1000 atk to deal 1 dmg.
Example: 1300 atk vs 1000 def = 300 dmg. Therefore it should be high enough that only with 2 rounds of buffing you can bypass it.
[%physical damage reduction][weapon break %hp threshold]
Resilient: after getting hit by a crowd control, become immune to them (or next one) for 10 sec [no cd]
Guard: after getting hit by an ability, ignore all damage less than the received amount for 3 sec [no cd]
So the amount of damage you can take in a given "immunity frame" = 3 sec, is limited and equal to the max burst damage you can receive in one hit e.x. if an enemy combo would deal 3, 6, 3, 7, 10 dmg, you would only take 3, 3, 0, 1, 3 dmg = 10 dmg. punishes fast attackers or huge quantities of enemies.
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