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Anthrage

Making armor great again! A proposal...

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So there has been some dis-satisfaction with how armor has evolved from concept and through development, and in the recent Q & A video, @jtoddcolemanand @thomasblair mentioned some of these issues and design desires that we haven't quite seen full-filled, such as armor set bonuses and motivating use of a combination of armor types as a means of creating visual variety. I have given this some thought and think I have what may not be a ground-breaking or unique set of ideas, with specific values or variables, but definitely a solid foundation and methodology which uses existing mechanics only, that might result in an improvement across the board.

Proposal demonstrating the principle:

Plate Chest has best Physical Resists, a Crit Defense Modifier Stat and all Plate pieces have a Health Regen Stat
Mail Chest has best Organic Resists, a Healing Modifier Stat and all Mail pieces have a Mana Regen* Stat
Leather Chest has best Elemental Resists, a Damage Modifier Stat and all Leather pieces have a Stamina Regen Stat

Plate Helms have a Hard Control Defense Stat Bonus
Mail Helms have a Perception Stat Bonus
Leather Helms have a Farsight Stat Bonus

Plate Gloves have a Weapon Weight Stat Bonus
Mail Gloves have a Cooldown Reduction Bonus
Leather Gloves have an Attack Control Defense Stat Bonus 

Plate Boots have a Pathfinding Stat Bonus
Mail Boots have a Movement Control Defense Stat Bonus
Leather Boots have a Movement Speed Stat Bonus

This assignment of stats to armor pieces and type is based on a principle of logic and what the corresponding armor would actually do in the real world. If you had to choose between wearing a plate helm versus a leather helm, why would you choose either? A plate helm would provide more protection against head injuries, being stunned or knocked out etc, while a leather helm might grant better visibility. Mail Boots might grant good stability for your feet without being too heavy, while leather causes your feet to be lighter. And so on. Some of the example assignments above may be a stretch or seem arbitrary, but the overall principle is pretty clear.

The general idea here being to have the different pieces of different types grant specific stats, rewarding choice more than just slightly more or less in the same stat depending on which you choose. A nice thing about this system is how some of the existing stats work, and a way it can be taken advantage of to simulate set bonuses. Certain stats do not take effect unless said stat or a stat it relies on has either a minimum value - 1 versus .5 - or is a whole number. So 1.1 would effectively be the same as 1.9, whereas 2 would be twice as impacting, and you could have from 0.1 to 0.9 in a stat and have no effect, but once you reach 1, the related effects kick in. We see this currently with the Beneficial Harvesting set of stats for example.

So, for the 'All Pieces Regen Stats' I itemized below, if each of the 4 pieces granted .25 of a stat bonus, then the effect would only kick in if you wore all 4 pieces. This SHOULD allow set bonuses using existing code. Obviously this is in the greater overall context of existing stats and modifiers, some of which are likely to change in 5.8, so it may not or need not be the only stats possible on armor - other choices would need to be made as regards what can be added through the crafting process, with the materials recipes, the optional pieces and so on.

I prefer regen bonuses over straight pool size increases, especially for HP, as it gives some advantage but avoids the extremely high HP amounts which can be exploited by some classes. I see these increased gear stat modifiers as alternate paths to hitting the related caps, sooner than passive training would perhaps allow, in some cases acting as a temporary way to reach a stat goal, and one that could be set aside later in the account lifetime when training catches up, like we see done with many of the crafting stats. I think enhancing the association and strength of an armor type, the chest, in a particular damage category also makes logical sense and enables synergy with the other methods of acquiring resistance, such through the Disciplines.

Again, not a complete over-haul as it doesn't speak to the mitigation caps and so on, but a more defined foundation. Thoughts?

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1 hour ago, Anthrage said:

 

Proposal demonstrating the principle:

Plate Chest has best Physical Resists, a Crit Defense Modifier Stat and all Plate pieces have a Health Regen Stat
Mail Chest has best Organic Resists, a Healing Modifier Stat and all Mail pieces have a Mana Regen* Stat
Leather Chest has best Elemental Resists, a Damage Modifier Stat and all Leather pieces have a Stamina Regen Stat

Plate Helms have a Hard Control Defense Stat Bonus
Mail Helms have a Perception Stat Bonus
Leather Helms have a Farsight Stat Bonus

Plate Gloves have a Weapon Weight Stat Bonus
Mail Gloves have a Cooldown Reduction Bonus
Leather Gloves have an Attack Control Defense Stat Bonus 

Plate Boots have a Pathfinding Stat Bonus
Mail Boots have a Movement Control Defense Stat Bonus
Leather Boots have a Movement Speed Stat Bonus

 

Again, not a complete over-haul as it doesn't speak to the mitigation caps and so on, but a more defined foundation. Thoughts?

I really like where this is going, but it still lacks some choice.

What I would like to see is paired stats, so you can either/or or and on min maxing.

E.G.

Plate Gloves have a Weapon Weight Stat Bonus and Crit Defense Modifier
Mail Gloves have a Cooldown Reduction Bonus and Weapon Weight Stat Bonus
Leather Gloves have an Attack Control Defense Stat Bonus and Cooldown Reduction Bonus

and

Plate Helms have a Hard Control Defense Stat Bonus and Crit Defense Modifier
Mail Helms have a Perception Stat Bonus and Cooldown Reduction Bonus
Leather Helms have a Farsight Stat Bonus and Attack Control Defense Stat Bonus

This would give some choice in crafting experimentation.  You could go for the Plate helm AND the Plate gloves to get your Crit Defence Modifier, or only get it from one.  If you found a legendary plate helm that hit your caps, then the gloves would be redundant and you could go for something else.  

As you get better and better equipment that hit's cap, you start to have more options for other things, while newer players that are not getting to cap on lower quality gear can still stack one or two things that will get them closer to cap, but end up less diverse.

 

NOTE: I pulled a copy of the posts to the dev forums where there is another thread discussing this.  

Edited by KrakkenSmacken

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I would rather the chest pieces had the best base stats in one of each category

i.e

Leather has best Slashing, Fire, and Nature resists

Mail has best Piercing, Lightning, and Disease resists

Plate has best Crushing, Ice, and Poison resists

 

I feel this would better help with visual differentiation, because players would choose what stat they're trying to max, then use armor layers to increase them, or raise the lower stats to have a balanced resist spread.


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24 minutes ago, coolster50 said:

I would rather the chest pieces had the best base stats in one of each category

i.e

Leather has best Slashing, Fire, and Nature resists

Mail has best Piercing, Lightning, and Disease resists

Plate has best Crushing, Ice, and Poison resists

 

I feel this would better help with visual differentiation, because players would choose what stat they're trying to max, then use armor layers to increase them, or raise the lower stats to have a balanced resist spread.

That's an interesting way to mix them.  Instead of the Physical/Elemental/Organic, they each specialize in defending from one from all three categories.

I would pick Plate to have the best Slash, and Leather the best crush and Lightning, but that approach to mixing them would be interesting. 

It would also give players a way to pick targets.  "Oh I have a rapier, so I should avoid the guys in mail",  while the guys in mail will actively seek out piercing enemies to focus.

Edited by KrakkenSmacken

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3 hours ago, Jah said:

I think the idea that only the chest piece provides resists should be abandoned. It isn't serving a real purpose.

I know you'll recall that once upon a time every piece of gear had resists on 'em and the system was changed to pooling them all onto the chest piece, to what I believe was great approval from many testers. Was it better as it was? I certainly didn't hate the way the system worked previously but many seemed to think it was convoluted.


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Just now, moneda said:

I know you'll recall that once upon a time every piece of gear had resists on 'em and the system was changed to pooling them all onto the chest piece, to what I believe was great approval from many testers. Was it better as it was? I certainly didn't hate the way the system worked previously but many seemed to think it was convoluted.

It was even more stupid with random hit locations. I am not suggesting that.

It should just add up the resists on each piece like most other MMOs do it.


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