Jedi Archive
Thread: Armor discussion
Page 1 of 1
cloudwalker1
Thu Sep 15, 2005 6:48 am
#1
Jedi(innate and force armor)and TKM innate armor - my thoughts
All innate/forcearmor should be capped at 6000 resists
All innate/forcearmor should not be able to be broken by armor break
This would add a bit of balance between the attacks and skill trees.
First off it would balance innate and crafted armor, to a degree. Crafted armor can be broken but can also reach 8200 stats, also crafted armor can also have a Armor break slice on it. In combat you are not always going to be armor broke as it wears off and people may not notice it wearing off
Secondly, it makes sense that crafted armor can be broken, while innate armor shouldn't be considered armor as such but rather a kind of toughness. This toughness is gained from 'years' of training your body to withstand pain(innate armor)or calling on the force to keep you standing during times of extreme pain.(forcearmor- hence the drain in force associated with this skill)
Lastly, it keeps balance between innate armor classes(TKM or defender) and enhancers force armor. As with force armor there is a drain on the force bar not associated with the other two. Whilst both innate armor alone or innate armor and force armor together may equal 6000, defenders and TKM also get there extra defenses from melee/ranged and there CoB/aura skills, were as a enhancer without defender would suffer from being hit more and for more damage even after armor reductions.
The reason for capping innate/force armor at 6000 max is so someone can not get mdef and enhancer x4xx and cap at 10000 resists, I feel that having innate/force armor invunerable to Armor break more then makes up for the possible difference between crafted armor and innate armor
Page 1 of 1