
RESILIENCE
The previous hitstun system has been removed and replaced with Resilience. All Hits also damage a target's Resilience. When Resilience reaches 0, the target becomes staggered for a moment and their Resilience resets to full. Tougher creatures have more Resilience. After 4 seconds without taking Resilience Damage, Resilience will quickly regenerate. Attacks blocked by a shield do not affect Resilience.
Dev Note: If you're familiar with Dark Souls' Poise System, this is similar with the addition of Resilience meters being visible to the player.[h2]ENEMY AND MINION RESILIENCE[/h2]
- Gain 10% increased Resilience per level
- Deal 1% more Resilience Damage with their attacks per level
- Enemies gain 50% Total Resilience per additional player in party
[h2]RESILIENCE NOTES[/h2]
- Players have 100 Base Resilience.
- Player's base Resilience Damage is equal to 5% of their combined base weapon damage. While Dual Wielding, Base Resilience Damage is decreased by 25% (because it's a lot).
- Spells inflict much less Resilience Damage
- Lightning skills inflict more Resilience Damage
- Modifiers to Total Damage also increase Resilience Damage
- Modifiers to % Damage Reduction also decrease incoming Resilience Damage (Frost Shield, Adamantine, etc.)
- Blockbreakers now deal twice as much Resilience Damage as a normal attack.
- Crits increase Resilience Damage by 10%
- Supercrits increase Resilience Damage by 20%
- Training dummies now have 100 Base Resilience for testing
- Enemies that were immune to hitstun now have high Resilience instead.
BALANCE
[h2]STATS[/h2]
Hitstun Resistance no longer rolls on gear. Existing mods will be randomly rerolled.
[h2]SKILLS[/h2]
- Block - Parries no longer hitstun the target. Instead, parries now reflect the attack's Resilience Damage back to the attacker.
- Calamitous Strike - Charge up an explosive punch that launches you forward, deals up to 300% unarmed damage to enemies in an area and grants you a shield which will block the next attack if a target is hit. Damage and area scale with charge. Inflicts heavy Resilience Damage.
- Poison Nova Arrow - Now applies 2 stacks of Poison, up from 1.
- Magic Missile - Damage per missile reduced from 40% to 35% spell damage.
- Dual Wield Standard Attack - Now deals 75% combined weapon damage, up from 50%.
- All skills which inflicted a guaranteed hitstun : Now deals heavy Resilience Damage instead of applying a guaranteed hitstun.
[h2]TALENTS[/h2]
- Balanced - Resilience Damage received is reduced by 10%.
- Expertise - Your attacks deal 3 additional Resilience Damage.
- Pressure Points - While Unarmed, Melee Hits deal additional Resilience Damage equal to 5% of your critical strike chance. Maximum 10 additional Resilience damage.
- Sturdy - Max Health and Resilience increased by 25%.
- Hulking - Gain 5% Bonus Damage for each 100 Max Health. Physical attacks deal 20% more Resilience Damage.
- Alert - Resilience starts to regenerate 25% sooner and recovers 25% faster.
FIXED
- Fixed Kensai not working.
- Potential fix for aberrant target acquisition/threat behavior.