First of all i think you need remove the word
Normal and only let the word
Slashing to represent this attack type so that its not becoming confusing.
My idea of overhaul includes more than the attack and armor types and its based on realism mostly. So i suggest get rid of all the attack and armor types that make no sense. Like the ones below.
- What is Astral and what is Celestial? or, how do they even differ? i suggest to remove it.
- Demonic and Darkness? i think they are the same thing. And how do they differ from magic? I suggest to remove this types.
- Divine damage doesnt fit in this game plus it shouldnt do extra damage to Darkness or Demonic because this concept is religious (christianity) and this game has nothing to do with that concept. I suggest to remove this type.
- Immense, Structure and Impact are all basically the same. Its crushing type damage, the kind of the damage hammers deal.
- Elemental also doesnt make sense because different elements need different type of resists. So remove this one as well.
This is what i suggest for Attack and Armor types:
- Slash ((this type can have chance (based on your AGI vs your target’s AGI) to cause bleeding))
- Crush ((this type can have very low chance (based on your AGI vs your target’s AGI) to deal damage x4 or x5))
- Pierce (this type can have very low chance to drop the target’s HP by 15-30% (based on your AGI vs your target’s AGI))
- Magic (this type’s damage can scale from very low to very high. Monsters that auto attack with Magic damage will not have any effects, the effects from Magic will be only through skills. NOTE that magic has nothing to do with emelents).
- Heat (this type will deal damage from very low to very high, don’t know about effects that can make sense).
- Cold (this type will deal the lowest damage compare to other types but will slow the attack/movement speed of its target. Will even reduce chance to hit, chance to evade, critcal chane if you want).
- Lightning (this type of attack will deal from average to very high damages and will have a chance to stun).
So auto attacks will no longer be just one type, it will be possible that monsters have many attack types on their auto attacks and not just one.
Lets take exampe the
Battlebrunt. He is carrying an Axe, this means that his auto attacks will deal Slash, Crush and Piece damages but not at the same amounts. He will deal:
Slash damage: 10
Crush damage: 7
Pierce damage: 5
(Note that the numbers are pure examples…)
Another example:
Oceanic Lizard will deal Magic damage with auto attacks.
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I also suggest overhaul of Attributes.
STR
Increases Crush and little Slash and even less Pierce damage (by increasing STR you will barely see your Pierce damage increase)
Increases HP and HP regen
AGI
Increases critical chance
Chance to hit and chance to avoid
INT
Increases Magic/Heat/Cold/Lightning damage
Increases MP and MP regen
Generally it would be good if monsters stats would make sense and fit them. For example lets compare the stats of the
Oceanic Lizard with the
Battlebrunt at max lvl based on their looks. Note that numbers are pure examples and are here show you the statistical differences I talk about.
Oceanic Lizard
HP: 1000
MP: 1300
Movement Speed: 180
STR: 50
AGI: 180
INT: 140
Damage types
Slash: 0
Pierce: 0
Crush: 0
Heat: 0
Cold: 0
Magic: 100
Lightning: 0
Armor types
Slash: 70
Pierce: 30
Crush: 70
Heat: 50
Cold: 80
Magic: 100
Lightning: 30
and
Battlebrunt
HP: 2300
MP: 300
Movement Speed: 140
STR: 170
AGI: 120
INT: 20
Damage types
Slash: 200
Pierce: 70
Crush: 120
Heat: 0
Cold: 0
Magic: 0
Lightning: 0
Armor types (armor types would be easier with % instead of pure numbers, those are numbers..)
Slash: 60
Pierce: 20
Crush: 100
Heat: 60
Cold: 60
Magic: 10
Lightning: 30
I tried to give them stats as quickly as possible, I mean they might not fit exactly with the background/story type of the monster.