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The Details
The following abilities have been changed over to be ratings: Parry, Block, Evade, Resistances, , and Critical Chances and Mitigations.
Parry, Block, and Evade all have the ability to “overcharge” their points in order to gain all new partial avoidances. In the previous system we had a diminishing returns effect on many of our attribute contributions, rather then having a hard cap. The feedback on the diminishing returns was very opaque. This made it very unclear to many of our casual players.
The introduction of partial events allows us to introduce a less confusing way of showing that effect. These partial avoidances then reduce damage by a partial avoidance percentage. This percentage is also influenced by your Block, Parry, and Evade Ratings. The higher the rating you have in a given avoidance, the more frequently you’ll partially avoid and partially mitigate damage. (Your mitigation does stack with the appropriate Defence Rating) These partial mitigations also enable the appropriate combat events that go with them.
Critical Chances for Tactical, Ranged, and Melee now have a new Devastate chance to do even more damage to the enemies of the Free Peoples then a normal critical. Increasing your chance to Devastate happens just by naturally increasing your Tactical, Ranged, and Melee Ratings. Characters with high critical rating will begin to see more and more Devastate events, which deliver extra damage to your enemies in addition to enabling any critical response skills you might have.
Defence Ratings (Mitigations) are heavily influenced by your Armour values. In Moria, armour now contributes to non-common mitigations, like Shadow and Fire. This means that every character who absorbs damage will care about gaining the highest amount of armour they can find, since it will contribute to all of your Defence Ratings .