• Repair level needs to scale appropriately with scalable armor.
  • Power-use needs to scale appropriately (since regeneration does).
  • Perhaps shatter-immune and disintegration-immune should be automatic above a certain level (otherwise, every single armor definition will have to include it).
the_shrike 24 Mar 2017:

Shatter and disintegration need to be rare traits: They're instakill effects that are either "you live" or "you die". While shatter has the defense of mass, the scaling on it is such that a high shatter value will kill virtually anything. Disintegrate only has armor and shields.

I would recommend not handling these instakill effects like regular status effects. Instead, have them be a sort of...special status effect specifically for instakill weaponry. Then have armors that are especially resilient have the immunity. Alternatively: Make disintegration level-based, such that armors below the level will (or have a chance to be) disintegrated, and higher armors are resistant, then immune.

Binary-flagging instakill effects has deletrious effects on balance in general, and begs the question of why such weapons are used at all if any significant foe (IE: Something tough enough to warrant trying a special effect to kill them) can simply shrug it off.

george moromisato 10 Jan 2019:

Fixed in 1.8 Beta 5.