Armorsmith Archive
Thread: Armorsmith Revamp Proposition 1: General Discussion
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?
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.
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.
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
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
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.
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.
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!
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.
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.
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
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.
- 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.
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.