Armorsmith Archive

Thread: Armorsmith Revamp Proposition 1: General Discussion

RumblingSky
Mon Apr 05, 2004 6:04 pm
#40







DrClawX wrote:

I think with the current buff system there is no penelty on wearing armor, perhaps heavier (composite) armor wouldhavefixed - mods like movment penalty and - dodge mods. While giveing def to kd and bleed. And light armor (bone) would be harder to hit easier ti bleed and kd.


You could have a fixed armor hole where damage would rarely (if never) slip though on composite, while bone has a slight chance of geting hit in a weak spot.


As well make enhancements such as vororater liz scales some what like a harvested item like milk or crustation. Shift the resists like minable stuff where as a vororater liz scale may be desireable one week but a scharmaff segment would be the next. Kryate scales should always be tough to get and best to use but make an easier more widly collectaable enhacment (stackable) creature loot. As well make it available in lower numbers to avoidsmiths running 100000 suits of uber enhaced composite. This will add more variety of resists, as well as some rarer pieces that arnt mass prouced by the crate.






I might be misreading something, but I honestly don't see how any of this improves the armor ratio.. as in making lesser armors more valuable and balancing out compo more. Did I overlook something?

RumblingSky
Mon Apr 05, 2004 6:09 pm
#41






papos wrote:

I see some good coming out of this thread, however..


I what i would see happeing if the buffs didnt mitigate the HAM cost of armour is that Composite armour wouldbecome the domain of 12 point smiths only able to drasticlly reduce the ham costs on Layers and then the segements again.






Again.. I think I'm missing the point. I'm sorry. It looks like you're saying only 12 point armorsmiths could use Composite armor if buffs didn't allow you to wear it. Or.. are you saying that only people who could afford 12 points, as an analogy, could afford Com.. no.. that doesn't make sense either.


Personally, I don't think buffs should affect your ability to wear armor. If they did, buffs should last half as long and all of your armor should automatically unequip as soon as the buffs wear off.


papos
Tue Apr 06, 2004 5:50 am
#42

Sorry, to clarify i meant from a crafting/salability POV


If buffs did not mitigate the HAM cost of wearing armour, ie evan allow you to wear some heavy sets due to the HAM requirment, i see would expect that the most sort after armour by the PVPers would be armour that is crafted by a 12 point smith, this would be due to the fact that the 12 point smith can reduce the HAM cost of armour 6 fold over the 10 point smith.


ie 2 extra points extra into ham reduction on the layer, 2 extrapoints reduction on the segement, 2 extra points reduction on the final armour.


I agree this is the case now, however if your customercould not evan wear triple layerd comp because evan buffing meant you couldnt wear it, you would not be able to sell any comp armour and would be pointless making it





--

Papos Master Armoursmith
Vendor 1683, -2424 in Soria, nr Dearic, Talus
Currently producing:
70% Kinetic Ubese.
80%Kinetic 62%Base Advanced Composite
Shilak
Tue Apr 06, 2004 8:24 am
#43

I've given a lot of thought to this, firstly as an armoursmith and secondly as a user of armour. Personally, I think whatever is done needs to be done so that we are not left with pre-nerf and post-nerf armours. Anyway, to that end I have had the following ideas: -


Idea 1 - Change the way armour functions


Fairly simple changes involved in this, entirely in the combat code therefore no pre/post nerf armour will exist: -


- Change the damage reduction granted for each level of armour from 50% to 25%. I.e. AP0 vs AR1 is a 25% damage reduction, AP0 vs AR2 is a 56% (25% x 25%) reduction. This works identically to the way weapons work when the AP exceeds the AR.


- Change the percentage absorbed by the armour protection to be the percentage of a theoretical maximum absorbtion rather than a percentage of the damage after the armour rating reduction was applied. Currently 90% resist means 90% of the damage will be stopped. I am suggesting we change the damage calculation so that the maximum that can be absorbed is around 60% and that a 90% resist would then result in absorbing 90% of that 60%, i.e. 54% of the damage.


This change would be a bit of a double hit on armour as 90% composite would only absorb around 65% of the damage as opposed to the current 95%. It would also give a slightly bigger boost to low AP weapons than higher AP weaponry.


Idea 2 - Change the resists on Composite and Padded


Another fairly simple set of changes: -


- Move the Restraint resist on Composite from effectiveness to vulnerabilities. All existing armour could be updated by scanning the item database during downtime and updating the armour's resistances based on where the Restraint resist currently sits.


- Move the Stun vulnerability on Composite from vulnerabilities to effectiveness. All existing armour could be updated by scanning the item database during downtime and updating the armour's resistances based on where the Stun resist currently sits.


These changes would help balance out Padded and Composite, allowing them to have specific situations where one is more suitable over the other.


Idea 3 - Change the wayarmour encumberanceworks


This is a more complicated change, the encumberance of armour should be applied to the base stats of the wearer, i.e. if someone has 400 stamina and their suit of armour requires 450 to wear they cannot wear all of it, irrelevant of buffs, food and drink. This will result in people having to pay attention to the armour they wear, rather than just getting the highest resistance armour possible and soaking the encumberance by buffing and using food/drink. Of course for this to work properly the bug with the human secondary stat limits would have to be resolved.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Slider067
Tue Apr 06, 2004 2:12 pm
#44

I saw this mentioned and thought it was probably the simplest and perhaps the best suggestion...IMO.


Make the encumbrance effectspeed. Both in movement and attacks. In my thinking, this single change would have a huge effect on peoples choice of armor.


It would probably be nessessary to be able to layer the lower level stuff. To give more options on builds. Perhaps allow one layer one everything that currently has none.


The only problem I see is balancing it for melee and ranged fighters. The change wouldn't be as much of an issue for ranged players, as they don't need to move around to be able to change targets.


I know I would probably drop composite and spend a lot of time enhancing lighter armors to remove vulnerabilities. It goes without saying that smiths would have to spend more time worrying about getting the encumbrance down on anything.





__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
RumblingSky
Tue Apr 06, 2004 6:55 pm
#45






Almhevlasa wrote:





RumblingSky wrote:


Actually, this is an amazing idea. It could be a craftable item used in the Enhancements slot. But what I just don't get is why there is no /assist command. You know.. where you target someone, type /assist and their target becomes your target..


It was one of the few things they got right in EverQuest and didn't bring it over. Kinda like the /ooc where you could spam in a seperate channel and not irritate or lag everyone else. heh So much for live and learn.





Thanks, but I stole it from Shadowrun


Actually the /assist command works very well, I use it a lot. It even works much quicker than the one in EQ. However this brings up another issue:


If I use assist then my target is only "soft targeted" (my term) and my specials will not take affect, only normal attacks occur. I still have to click on the target to get it "hard targeted" to be able to use my specials. This is really annoying when you have several mobs, and several friendlies all in the same spot.








Are you guys **edit**ting me? The last time I tried to use that command was last October and I never noticed it change my target.. heh.. that's what I get for sitting in my workshop all the time, I guess.
RumblingSky
Wed Apr 07, 2004 12:03 am
#46






Shilak wrote:

Idea 2 - Change the resists on Composite and Padded


Another fairly simple set of changes: -


- Move the Restraint resist on Composite from effectiveness to vulnerabilities. All existing armour could be updated by scanning the item database during downtime and updating the armour's resistances based on where the Restraint resist currently sits.


- Move the Stun vulnerability on Composite from vulnerabilities to effectiveness. All existing armour could be updated by scanning the item database during downtime and updating the armour's resistances based on where the Stun resist currently sits.




I assume you mean Move the Stun vulnerability of Padded from vulnerabilities to effectiveness. After all, you don't mention Padded anywhere and the idea is to balance out composite with the other armors, not excell it's desirability further.


The rest of this looks very good at a cursory glance. I'll take some time to properly consider my response.


Well done with the originality!


Sorackles
Wed Apr 07, 2004 12:25 am
#47






VemaGara wrote:
In most professions, the lowest items are the easiest to make, while the higher items require more specific or spawn-dependent resources. In armorsmithing, this is reversed. The lower level armors require more specific resources, and higher level armor require less. These requirements should be reexamined for all versions of armor.




Thats kind of not true. Adv come has MANY name specific resources that are hard to find. For example: Nabooian Fiberplast (I know it's not hard to find but it's hard to find a good spawn), Kirium Steel, Colat Iron, Berryliius Copper, Intrusive Ore, and Polysteel Copper.


Yes wooly hide isn't name specific but it is very hard to find good quality. then when it does spawn it's very hard to get people to harvest it unless you're paying good money. Some servers have to pay 200-500 cpu for half decent wooly hide. And we need it in the amounts of like 300-400k in order for us to be set for quite a while.


I don't even want to discuss the RIS name specific resources. God! Oridium Intrusive Ore hasn't spawned in 5 months on our server.



NIF Armor - Managed By: Belgarion & Jorj - No Longer in Business
(Nabubu Mall, Naboo: -1324, -4207)
Belgarion Godslayer - Killed by the CURB
"One thing to realize, too, is that those posting and reading on the forums is a small sliver of our overall fanbase." - Haden Blackman
Almhevlasa
Wed Apr 07, 2004 12:26 am
#48






RumblingSky wrote:


Actually, this is an amazing idea. It could be a craftable item used in the Enhancements slot. But what I just don't get is why there is no /assist command. You know.. where you target someone, type /assist and their target becomes your target..


It was one of the few things they got right in EverQuest and didn't bring it over. Kinda like the /ooc where you could spam in a seperate channel and not irritate or lag everyone else. heh So much for live and learn.





Thanks, but I stole it from Shadowrun


Actually the /assist command works very well, I use it a lot. It even works much quicker than the one in EQ. However this brings up another issue:


If I use assist then my target is only "soft targeted" (my term) and my specials will not take affect, only normal attacks occur. I still have to click on the target to get it "hard targeted" to be able to use my specials. This is really annoying when you have several mobs, and several friendlies all in the same spot.


Sorackles
Wed Apr 07, 2004 12:49 am
#49






Almhevlasa wrote:



Actually the /assist command works very well, I use it a lot. It even works much quicker than the one in EQ. However this brings up another issue:


If I use assist then my target is only "soft targeted" (my term) and my specials will not take affect, only normal attacks occur. I still have to click on the target to get it "hard targeted" to be able to use my specials. This is really annoying when you have several mobs, and several friendlies all in the same spot.






You sure the esc button doesn't work? It's been awhile since I've been on a group hunt but I think I used to hit /assist and then press esc and the target my friend was attack became my target. Or maybe that works when I have 2 mobs attacking me and one of them dies I can hit esc and the other mob get's targetted. Are we getting off topic? Lol




NIF Armor - Managed By: Belgarion & Jorj - No Longer in Business
(Nabubu Mall, Naboo: -1324, -4207)
Belgarion Godslayer - Killed by the CURB
"One thing to realize, too, is that those posting and reading on the forums is a small sliver of our overall fanbase." - Haden Blackman
SakeO
Wed Apr 07, 2004 7:25 am
#50

This armor/buff issue definitely needs to be looked into.I am personally behind adding some sort of new encunbrance based on on the Armor Type to movement or accuracy coupled with an overall reduction or cap on buffs to around +200%.


I threw up a poll on theGCW forum feel free to weigh in on which end you think it should be attacked from.

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=158118



SakeO

VemaGara
Wed Apr 07, 2004 8:47 am
#51

Here's another thought on armor:

- Armors with few resists have lower caps
- Armor with more resists have higher caps

In other words, specialized armors can't do as well as a generalized armor. This is backwards. Specialized armors should have higher but fewer resists. Generalized armors should have lower but many resists. By making the generalized armor more resisting than specialized armors, you remove one advantage to choosing a specialized armor.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
RumblingSky
Wed Apr 07, 2004 9:12 am
#52






SakeO wrote:

This armor/buff issue definitely needs to be looked into.I am personally behind adding some sort of new encunbrance based on on the Armor Type to movement or accuracy coupled with an overall reduction or cap on buffs to around +200%.


I threw up a poll on theGCW forum feel free to weigh in on which end you think it should be attacked from.

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=158118



SakeO







I have a big problem with encumerance affecting skills because every incarnation I have seen of this concept has lead me to believe many would be better off with their +100 dodge rather than wearing armor. This is why I currently stand behind the idea Armor HAM counting BASE HAM for the purposes of wearing it rather than buffed HAM.
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