Every item should have 100 durability points, and 1,000 DMG dealt to or with the weapon would be equivalent to 10 durability points. Basically it would require 10,000 damage to break X item/weapon/armour.
Each individual piece of equipment will have its own 'softener' depending on quality.
E.G
Common item takes 1,000 damage, and loses 25 durability points. (75/100) and low cost to repair.
Legendary item takes 1,000 damage and loses 5 durability points. (95/100) and has a high cost to repair.
I love the idea, but instead of affecting the damage/durability points ratio. Why not keep it at a 1:1 ratio and just change the amount of durability points each item has?
NinjaMirage and his beloved paper bombs can have a durability of 1 and it allows easier recognition of an items strength.
You know that 1million durability = 1 million damage before breaking.
Now, an item that is at 67/10,000 durability shuldnt perform at the rate that an item at 9908/10.000 durability should.
I think (I'm not suggesting HOW, I'll leave that to Ninja), but I think that the amount of durability left should affect the items damage.
But going off of your idea 100 durability!!
If each item is given a set number of hit points say a sword has 10000 like you suggested.
In training when your using it on training dummies and targets, should this do the same damage to the durability as say if you hit it with another sword or someone's armer? Sence like I said it's not phesable to give each item a different durability rating for each attack type, what if we just make training grounds debuf damage to durability?
Damage given = Damage taken??? So if u attack the sword with 6k damage, your weapon loses 6k durabilty?
Items can have really high durability too...hundreds of thousands and maybe millions.
It makes sense for a kunai to be thrown 100 times before breaking....
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