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Post by Amairgen on Sept 29, 2013 7:40:53 GMT -8
Four days since last Comment/Suggestion/Question/Etc.
Do I take it we are good to put this in and see how it plays?
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Post by fightingferret on Sept 30, 2013 5:30:13 GMT -8
Only way to test it is to put it in... and then tinker with it. So, it's fine by me.
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Post by ingus on Sept 30, 2013 6:49:57 GMT -8
i agree only way to see how it pans out is to add them and see how it goes
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Post by Amairgen on Sept 30, 2013 12:06:53 GMT -8
Only way to test it is to put it in... and then tinker with it. So, it's fine by me. i agree only way to see how it pans out is to add them and see how it goes Okay - the revised scripts (3rd edit) are now on the Server awaiting the next reboot (scheduled for Oct 2 2013),
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Post by illistyl on Oct 2, 2013 1:39:26 GMT -8
Ok. The changes are in and still I think its a mistake. This system relies too much on Spellcrafting, not really traditional. Also, did you think how hard it'll be for anyone joining the shard? Well a new warrior starts with zero resists in all on his armor now and NPC purchased leather armor gives zero resists too.
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Post by pyro on Oct 2, 2013 2:34:45 GMT -8
Same goes for a non spellcrafted demon leather armor set. You will just get a bit over the 40 resists from gaining magic resist. Just wanted to add that .
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Post by ingus on Oct 2, 2013 5:22:17 GMT -8
leather needed to be taking down to a reasonable level, there is no reason when leather can have the same resists as metal crafted armor to use the metal armor. i agree spellcrafting heavily influences armor, but that is also a reason to build a crafter who can spellcraft. i do believe the starter armor gives resistances as well.
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Post by illistyl on Oct 2, 2013 7:52:28 GMT -8
No the starting armor does not, it has zero resists. Also I killed a Balron today and took 2 pieces of leather armor from it to see what it had. Total 3 fire resist between them. no other resists. They are locked down at my house for all to see.
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Post by Amairgen on Oct 2, 2013 11:58:04 GMT -8
No the starting armor does not, it has zero resists. Also I killed a Balron today and took 2 pieces of leather armor from it to see what it had. Total 3 fire resist between them. no other resists. They are locked down at my house for all to see. As discussed (and requested by others) 'leather' armor has very little resist properties unless 'exceptionally' crafted. It is only logical that cloth and leather should have lower resists than metal armor does. Also - with a cap on player resists set at 70% it should not be easy to get there using simple leaher. If so there would be a lot less reason for anyone to use metal armor. When armor is 'exceptionally' crafted the resists go up (metal always higher than leather). Crafters using Runic tools can make armor with additional resists (and some other properties). Cafters using Spellcrafting can make leather armor that will get players up to the 70% cap. Bear in mind: 1) Leather armor may have lower resist (until Spellcrafted) but it comes with a Mana boost and no Dex or Meditation penalties 2) Metal armor comes with higher resists but wearing it causes a small Dex penalty and it interrupts Meditation (unless the Mage Armor property has been added by Spellcrafting) I am the first one to admit that this change (and any change) will not make everyone happy (or sad). From what I have seen in all my years - there seems no perfect solution. What we have tried to do is: 1) Address the requests of some warriors and crafters 2) Make the various resources a bit more interesting 3) Support crafters in becoming even more important to the community Nothing is written in stone. Let's play with this and see how it goes. We can continue the discussion after that to fine tune it if need be. My only promise is this - we will not be making constant changes to things like this which are fundamental to game play.
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Post by fightingferret on Oct 2, 2013 13:55:15 GMT -8
Question...do helmets made from metal take 1 dex away as well, because I have a +5 dex helm and it is only giving +4
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Post by pyro on Oct 2, 2013 18:20:09 GMT -8
Wouldn't it be more interesting to have metal armor to be able to nullify a whole non magical attack? For example having the 3 types of metal armor set: ringmail | 1.0 | chainmail
| 1.2 | platemail
| 2.0
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example: platemail = 2.0 And the armor zones defined as "imporant zones" kinda.
helm
| 0.2
| chest | 0.3 | legs | 0.3 | arms | 0.2 | gorget | 0.1 | gloves | 0.1 |
example: platemail * chest = 0.6 Now the different materials: iron
| 0.2
| dull copper | 0.3
| shadow | 0.5
| copper
| 0.6
| bronze
| 0.7
| gold | 0.8
| agapite
| 1.0
| verite
| 1.2
| valorite
| 1.3
| silver
| 1.5
| platinum
| 1.6
| obsidian
| 1.7
| mythril
| 1.8
| tradium
| 2.0
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example: platemail * chest * tradium = 1.2 So a platemail chest made using tradium would give a 1.2% chance to nullify the damage. This is just an idea and the values aren't set either but just a kind of idea.
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Post by illistyl on Oct 3, 2013 6:23:42 GMT -8
That's a good suggestion. Its quite logical that if you stood in the most protective armors you wouldn't take damage from every blow you didn't parry.
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Post by Amairgen on Oct 3, 2013 9:04:49 GMT -8
"Paraphrased" Question...do helmets made from metal take 1 dex away as well, because I have a +5 dex helm and it is only giving +4 Yes. Every piece of armor made from plate carries a Dex penalty (Helmet -1). The total Dex Bonus available from Jewellery is +24. Some plate Arti armor also has a Dex Bonus and Runics can potentially add +5 Dex to each item made. Wouldn't it be more interesting to have metal armor to be able to nullify a whole non magical attack? For example having the 3 types of metal armor set: And the armor zones defined as "important zones". Now the different materials: example: platemail * chest * tradium = 1.2 So a platemail chest made using tradium would give a 1.2% chance to nullify the damage. This is just an idea and the values aren't set either but just a kind of idea. To a large extent we basically have this in place (unless I totally misunderstand your intent or totally misunderstand our scripts) At the moment: 1) each armor item/type has an Armor rating depending on the style of armor and the material (Metal, Leather or Wood). 2) each armor item is assigned a body position (the larger areas being more prone to being hit) 3) The damage armor takes demonstrates that these different body positions are being recognized when a weapon hits. 4) In addition, the different resource types have a Durability factor which affects their potential life span and ability to absorb damage. I have to say, I am not excited about a re-haul of the current system because: 1) the impact on existing items would be far wider than recent/previous changes. 2) the results are not predictable. 3) the system is quite involved and spans several scripts. 4) the effort, testing and unsure results do not appear worth trying to change one system for another. Its quite logical that if you stood in the most protective armors you wouldn't take damage from every blow you didn't parry. At the present time you do not take 100% damage from every blow not parried. If that was the case there would be no point in wearing armor in the first place. When a weapon is swung it does not always hit. When it hits it does not always do 100% damage. When it strikes armor the damage is further modified if not parried.
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Post by pyro on Oct 3, 2013 16:10:45 GMT -8
Well what I had in mind with this is that if you wear a full tradium platemail you would get an total chance of 4.8% to passivly get 0 damage from any non magic attack. And I guess it can be inserted to extend the current system you were talking about. So let's assume you get hit for 1000 times. Statisticly you would get damage for 952 times. Let's say you get 10 damage each so you just save 480 health instead of getting 10000. I hope this helps to clear it up a bit .
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Post by Amairgen on Oct 4, 2013 9:29:13 GMT -8
Well what I had in mind with this is that if you wear a full tradium platemail you would get an total chance of 4.8% to passivly get 0 damage from any non magic attack. And I guess it can be inserted to extend the current system you were talking about. So let's assume you get hit for 1000 times. Statisticly you would get damage for 952 times. Let's say you get 10 damage each so you just save 480 health instead of getting 10000. I hope this helps to clear it up a bit . Interesting. Okay I have it on the list to look into. Thx
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