Post by kaincallavis on Dec 6, 2016 20:31:29 GMT -5
Armor Update:
This is an interim post detailing the current plans for the upcoming armor update. The short of it is that current armor stats and properties aren't very balanced and could use a pass. I'm posting mostly to explain the lack of content updates over the few days. I've been staring at a spreadsheet to simulate armor performance instead of building stuff. Some of the highlights will be:
System:
- Wider range of dodge values from 10-16. Previously 16 was kept out because it's hard to balance it.
- Block progression will be mostly moved to armor. Shields and weapons will provide flat bonuses.
- The ratio of block mode performance to regular performance is now being looked at as a balancing factor so these should all fall within a fairly narrow band post-update.
- Block effectively replaces dodge so it does more on heavier armor. To compensate lighter armors will give more block. Think of it a bit like your max dex bonus in dnd.
- Light armor will be about as survivable as medium armor against autoattacks.
- Heavy's main ability will give +1 armor and minimum armor.
- Minimum armor from block will be replaced by something else, it stacks too well at high levels.
- All weapons and creatures will have damage reduced by approximately 2-3 by level 100 (and stay the same at level 0).
- Pommel strike will probably get the axe in favor of a defensive passive. Timed strikes is a bit lackluster in theme so one of the branches will probably get a pommel hit as a component.
- Armor accessories will be changed to provide "max dodge" properties that keep them optimally tied to similar main body parts. This means cutting back on some of the more extreme penalties.
- Shields will not be getting any sort of max dodge properties. Light shields will have better block, heavy will get better reduction.
Materials:
- All armor stats will be balanced around having no metal at level 0 and having one of the three rare metals at level 100.
- Armor metals will have different effects on different tiers of armor so that these things can actually be balanced.
- Titanium will be reworked to provide a straight upgrade on carbon steel and less stat changes.
- Adamantium will still add minimum armor but it will reduce dodge and block and increase stamina cost. On non-heavy armor it will need to provide extra reduction to maintain balance.
- Mithral will increase dodge and block while reducing armor and stamina cost.
- Skin alternatives to all metals will be added for light.
- Dragon armors will be aimed at more middle of the road stat sets.
- The plan is still to eventually introduce new metal types, some of which require going to very dangerous places to craft with.
Damage Types and Resistance:
- Cold damage is getting a rework to be a lot less all or nothing.
- Area of effect resistance is going to be split in to two stats and have its use clarified.
- The "fortitude" side of AOE resist affects cold damage, poison, and any cloud type effects, breathed or otherwise.
- The "reflex" side of AOE resist affects the other elements and any bludgeoning AOEs such as those caused by smashy monsters.
- Items will have 2da entries controlling the amount of metal in them for use with electrical attacks.
---
Discuss:
This is an interim post detailing the current plans for the upcoming armor update. The short of it is that current armor stats and properties aren't very balanced and could use a pass. I'm posting mostly to explain the lack of content updates over the few days. I've been staring at a spreadsheet to simulate armor performance instead of building stuff. Some of the highlights will be:
System:
- Wider range of dodge values from 10-16. Previously 16 was kept out because it's hard to balance it.
- Block progression will be mostly moved to armor. Shields and weapons will provide flat bonuses.
- The ratio of block mode performance to regular performance is now being looked at as a balancing factor so these should all fall within a fairly narrow band post-update.
- Block effectively replaces dodge so it does more on heavier armor. To compensate lighter armors will give more block. Think of it a bit like your max dex bonus in dnd.
- Light armor will be about as survivable as medium armor against autoattacks.
- Heavy's main ability will give +1 armor and minimum armor.
- Minimum armor from block will be replaced by something else, it stacks too well at high levels.
- All weapons and creatures will have damage reduced by approximately 2-3 by level 100 (and stay the same at level 0).
- Pommel strike will probably get the axe in favor of a defensive passive. Timed strikes is a bit lackluster in theme so one of the branches will probably get a pommel hit as a component.
- Armor accessories will be changed to provide "max dodge" properties that keep them optimally tied to similar main body parts. This means cutting back on some of the more extreme penalties.
- Shields will not be getting any sort of max dodge properties. Light shields will have better block, heavy will get better reduction.
Materials:
- All armor stats will be balanced around having no metal at level 0 and having one of the three rare metals at level 100.
- Armor metals will have different effects on different tiers of armor so that these things can actually be balanced.
- Titanium will be reworked to provide a straight upgrade on carbon steel and less stat changes.
- Adamantium will still add minimum armor but it will reduce dodge and block and increase stamina cost. On non-heavy armor it will need to provide extra reduction to maintain balance.
- Mithral will increase dodge and block while reducing armor and stamina cost.
- Skin alternatives to all metals will be added for light.
- Dragon armors will be aimed at more middle of the road stat sets.
- The plan is still to eventually introduce new metal types, some of which require going to very dangerous places to craft with.
Damage Types and Resistance:
- Cold damage is getting a rework to be a lot less all or nothing.
- Area of effect resistance is going to be split in to two stats and have its use clarified.
- The "fortitude" side of AOE resist affects cold damage, poison, and any cloud type effects, breathed or otherwise.
- The "reflex" side of AOE resist affects the other elements and any bludgeoning AOEs such as those caused by smashy monsters.
- Items will have 2da entries controlling the amount of metal in them for use with electrical attacks.
---
Discuss: