Odd phrasing...
I like how it sounds
- Armor/Equipped Items/Weapons damage/defence mods.
I'm not sure what exactly you mean here. In general I think it would be good for armor and weapons to have absolute damage and defense values that increase or decrease resulting damage directly after all usual calculations, ie -5 fire damage for an armor. But it might be too much trouble with little result, since it means adding moar (hidden) stats for all characters.
Another possible option is to have base damage range on all weapons. Like 1-2 for a basic dagger. This range can be used for damage calculations to make them less dependable on attack and more on equipped weapon.
It means however that everyone should have damage range, even creatures who cannot use weapons, or npcs at arena who most likely don't even have equipped weapons. So it might be too much trouble too.
- Using (some) Items in Combat.
For the purpose of balance everything but food has cblock fields. They also should work inside SE to prevent spamming 100 healing potions per day.
Perhaps we should stay away from using items, at least normal ones. Or allow them to be used as long as cblock field works as it should outside of BE.
- Breakers (stacked damage under specific conditions, like Fire Weapon + Fire Alignment + Enemies Water Alignment + Critical Strike, for one example...).
Any weapon skill has a chance to be a critical one or to be evaded. Any spell has a chance to be deflected (except inevitable ones) and cannot be dodged or hit critically. This is the part we have already.
Now, critical hit should only affect physical part of damage if there are multiple damage sources. Just like elemental traits affect only specific elements during damage calculations. Critical hits already cancel out
any evasion (35% chance of crit hit at 50 luck), so even without full damage multiplication they are useful.
Elemental weapons... Yeah, it's something I wanted too. But seeing how we can have 50/50 physical/fire skills, the easiest way is absolute damage bonus in items json, such as +10 ice, affected by elemental traits as usual. This bonus adds to any simple attack or weapon skill.
- Skills that cannot be Dodged or Evaded.
Yeap, inevitable skills cannot be dodged too.
- Buffs (This one is a bit difficult cause I am not sure what a good (coding) strategy to buff is... but I do have ideas and if we want it now, we need to talk about it as well).
Well, buffs/debuffs animations from db are awesome, would be a waste to ignore them. But I think it's too early, we should establish stable BE before adding such stuff. Maybe after beta...
I'm not asking to add everything here and now though, except skills with multiple elements
I dunno how hard some parts will be for coding, perhaps they are not worth it at all.