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Armor changes that will not ruin the game.

Discussion in 'UHall' started by virem, Feb 5, 2013.

  1. virem

    virem Sage
    Stratics Veteran Stratics Legend

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    OK.. so we have decided that stamina changes suck... and that mana burst is silly. So to make the Devs happy and make different armor types good for different things I have come up with -the- solution. Some people have touched on this type of thing a few times but I figured I would write something up.

    4 basic types of armor; Leather, studded, wood, metal -- all with different resist caps (go figure that different armor types would effect damage taken)

    Leather: Medable, 65 resist cap in all 5 resists. (Simple, basically the same as it is now)

    Studded Leather: Unmedable, but can add the mage armor property, 70 resist cap in all 5 resists, 10 (or 15) stamina bonus if all 5 pieces of studded leather are worn together.

    Wood Armor: Unmedable, can not add mage armor property. 70 resist cap in all 5 resists, wood armor bonuses that are already in the game (HCI, HPR, except replacing the "mage armor" property chance with fast casting.)

    Metal Armor (Plate): Unmedable, can not add the mage armor property, 80 phy 75 in other resists cap, strength requirements, and dex requirements. (Also, considered plate tunic taking the robe spot instead of the tunic spot so that chain tunic can be worn under, giving an extra armor spot to people wearing plate. Would need to have chain tunic be a requirements to wear plate tunic though. Not sure this is a good idea)

    Other changes needed to make this work

    Change to curse spell to lower total resist cap on any given character by 5 by each resists. IE; Someone wearing leather armor who is cursed would be 60, 60, 60, 60, 60. Someone wearing plate who is cursed would be 75, 70, 70, 70, 70.

    Hard cap of stamina at 215.

    Change to corpse skin to lower fire and poison caps by 10 for any given character.

    Change the Focus skill to count towards lower mana costs of special moves.

    Change the Chivalry skill to count towards the lower mana cost of special moves.

    Notes

    The best part about this is... as far as I can tell none of the artifacts will be nerfed by these changes. Any artifact that currently has the mage armor property should count in the studded leather class, any artifact that has no mage armor and is unmedable should count in the metal armor class.

    If you have mix-matched armor the lowest resist cap applies, and the other negatives on any armor type applies. IE - All leather with one plate piece = 65 total resists and the plate stopping the med ability.

    If you all want to go crazy and have bone, dragonscale armor be a little diffrent they could just have different but similar resist caps. IE - dragonscale could have 80 fire resist instead of 80 physical.

    That is all.
    Love, Virem
     
    #1 virem, Feb 5, 2013
    Last edited: Feb 5, 2013
    Kage likes this.
  2. Cetric

    Cetric Grand Inquisitor
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    that would be horrible with mixed/matched armor
     
  3. virem

    virem Sage
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    Well... I mean, mixed armor now doesnt really work either.