WOO II An Exploration in Design - July 2012 - By Stoneghost: Dalaran


WOO II - ARmor and Mitigation

Damage mitigation is an attribute of the character rather than the gear. For example, if a character has the ability to mitigate physical damage, then the character's rating will be applied to any armor that he or she picks up. The rating may be modified by the nature of the gear ... for example, plate armor may mitigate maximum physical damage per hit while cloth armor may mitigate a fraction of that.

Similarly, if a character has the ability to mitigate magical damage ... frost, for example ... then the player can mitigate that damage even if he or she wears no gear. However, gear with a magic multiplier will increase the mitigation.

This is central to the releveling process. Gear may not need to change at all when a character relevels.

For example, suppose that a character is level 8 and can mitigate 10 frost damage per spell hit. Putting on a helmet with a 5% frost mitigation multiplier (+5%) would boost the player's mitigation to 10.5 per hit. Now suppose that the character relevels to level 22 where she can mitigate 30 frost damage per hit. The weapon's +5% still applies, giving her 31.5 mitigation per hit at that level. (Of course it would be possible to scale the multipliers, too, though that would add complexity to the implementation.)

Note: numbers used in example here are purely for illustration. They have not been checked for validity or even rationality.

gear Types and Classes

Gear can hold mitigation multipliers linked to a type or types of damage. There are four basic types of damage:

In each case the mitigation multiplier of the gear will apply to the mitigation abilities of the character wearing it. A gear will often have more than one multiplier. For example, a belt might be rated +1% physical, +2% frost, +5% poison and +1% disease. Note that most items will have one or no basic multipliers: these will be added via enhancements such as gems, enchantments, runes and the like. The notion is that a character should get an item of gear early in his or her development, and gradually improve and update that same item as time goes by.

Gear Types

The "type" of gear refers to its "look" and also to its built-in attributes. For example, types might include minor increases in:

Individual items may not have multiple types. A character may equip items of different types.

Gear Classes

"Class" refers to the extent of mitigation multiplier stacking on an item.

Basic: the fundamental armor available to all characters at level 1.

Utility: Easily available and used by most players as their characters develop, this gear mitigates a higher percentage of damage than Basic armor. These will be the most common items in the game.

Rare: These hard to find items have higher mitigation multipliers than Utility armor.

Unique: One of a kind items have higher mitigation multipliers than Rare armor, they may also have other special abilities.

Who Knows?: Some extremely unusual items may have additional built-in capabilities.