Armorsmith Archive

Thread: Proposed Change to Armour

Shilak
Sun Mar 14, 2004 12:13 pm
#1

After reading the Publish 8 preview on the Friday Feature it is quite obvious that armour will be downpowered in the next few patches. Therefore I think we should start preparing ourselves for it by supplying the developers with some more logical ways to do this. Personally I dont want to see them introducing some sort of additional crafting nerf that will result in even more armour hoarding to beat the nerf, it doesnt help the game at all.


Therefore, I propose the following simple changes: -


- Change the displayed effectiveness on armour when it is delved to be half of what it currently is.

- Change the damage calculations so the effectiveness of the armour only counts for half of what it currently does. i.e. 80% kinetic becomes 40% kinetic.

- Change the armour rating of Special Protections to count as one level of armour above that listed on the item. i.e. AP1 base becomes AP2 for Special Protections.

- Change the armour rating of Vulnerabilities to count as one level of armour below that listed on the item. i.e. AP1 basebecomes AP0 for Vulnerabilities.


These changes would not cause any pre-nerf rushes and would affect all armour just the same, be it old or new, pre or post change.


To help explain what effect this will have, here area couple ofbefore and after examples using some of the current favourites: -


80%Special Protection Composite


Before - when hit with a 500 damage strike from an AP1 weapon this will absorb 80% of the damage resulting in 100 damage going through.

After - when hit with a 500 damage strike from an AP1 weapon this will absorb 70% of the damage resulting in 150 damagegoing through.(200 reduction for actual armour value of 40% andanother 150 due to AP1 vs AR2 asthe damageis a special protection)


90%Base Composite


Before- when hit with a 500 damage strike from an AP1 weapon this will absorb 90% of the damage resulting in 50 damagegoing through.

After - when hit with a 500 damage strike from an AP1 weapon this will absorb 45% of the damage resulting in 275 damage going through.


This change will effectively reduce the potency of armour in combat whilst increasing the benefit to be gained by having a special protection as opposed toa base protection. By increasing the effect of special protections this will also have the added bonus of making most loot dropped armour enhancements useful within armourcrafting again. It will help shift the emphasis away from having suits of armour that do everything (aka triple electric composite) and more towards having specialist armour for a given purpose.


I would be interested to hear the thoughts of fellow armoursmiths on this idea.




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

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