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(+1)

Fun game. I look forward to to the rogue-lite elements.

There's an odd behavior I noticed in the "Assasin's Path" effect - the armor penetration had very little effect until I got close to 100%. I went from doing ~80 dmg to ~300 from 60-100%. I'm guessing the armor damage reduction doesn't scale linearly, but it's frustrating to have that effect do almost nothing until you can stack enough armor pen.

Also, once you do get that effect near 100%, that makes Shredding Flames useless. Since Assassin's Path has the additional effect of executing enemies on low life, I'd suggest maybe adding a different secondary effect to Shredding Flames as well so it will still do something even if you have both effects. IMO Shredding Flames is stronger especially at lower levels, so if there is some secondary effect it shouldn't be too strong.

(+1)

the Assassin's Path skill was not really tested that much to be honest so there might be some bugs. I will test it out and see if it's working properly.

And yes I agree that Shredding Flames becomes useless at 100% armor penetration, I plan to eventually cap the armor pen at around 50% just like the execution.

(2 edits) (+1)

Yo, to get back on this, I was studying the way I implemented the armor pen which is:

(And yes, I know this can be simplified by canceling out the EnemyMaxHealths)

If we consider the following:

  • Turtle's Armor: 50
  • Turtle's MaxHealth: 1500
  • Base Dmg: 50

Then the Effective Damage plot would end up like this:


This is all to say that you were correct and indeed doesn't scale linearly, I will try to fix this in a future update


Edit:

I think I got it