Dan Nickname Beshers said:Just out of curiosity, is there anyone who does not agree with the following statement?
"The loss of mobility, potential health concerns and real world cost of physical armor combine to make it undesirable when compared with arcane armor of similar rating. This situation is not ideal and should be addressed in some way."
SkollWolfrun said:Dan Nickname Beshers said:Just out of curiosity, is there anyone who does not agree with the following statement?
"The loss of mobility, potential health concerns and real world cost of physical armor combine to make it undesirable when compared with arcane armor of similar rating. This situation is not ideal and should be addressed in some way."
I agree, but the same could be said for AA 30 vs. 1pt Light Leather.
It comes down to more of how much is reasonable: 5pt difference, 10pt?
Dan Nickname Beshers said:I don't know what the best solution would be, whether it's increasing the armor cap, loosening material restrictions, reducing the value of arcane armor either in armor points directly or in some other fashion or something else entirely. I'm just trying to see if there really is a consensus (in this thread, anyway) that arcane armor is so much stronger than physical armor that something should be tried.
Avaran said:Dan Nickname Beshers said:I don't know what the best solution would be, whether it's increasing the armor cap, loosening material restrictions, reducing the value of arcane armor either in armor points directly or in some other fashion or something else entirely. I'm just trying to see if there really is a consensus (in this thread, anyway) that arcane armor is so much stronger than physical armor that something should be tried.
One big positive of AA is being able to travel long distances without having to worry about transporting (and paying extra fees, where applicable) all that extra armor.
I don't think anything should be done with AA; I'd prefer to see material guidelines looked at and changed (with the idea that we're a representative combat game) so that it's easier to get higher armor values with lighter materials.
I think you and I are on the exact same page:Thorador said:I would like a combinations of relaxed materials rules, and rituals specific for targets of armor. Such as the Guard after refit idea. As well as others. Also in game craftsmanship bonuses for getting more armor then is represented through blacksmithing and the like. Though perhaps not all of them at once, but maybe.
These kinds of charges would increase the value of real armor to be more in line balance wise with arcane.
I just wish someone that wore really cool armor and expended in game resources on increasing their defensives could actually be a tank, without having to resort in giant cloak and bane walls.
markusdark said:I'd prefer to see real armor be a damage reduction or threshold type of formula. Not sure how the translation should be as I"m not well versed in the balance issue but for instance, taking current armor points and dividing that by three, giving you a threshold/DR of that amount. So a 30 point suit of armor would reduce every blow by 10 points. I know I know, more math but it would definitely make the armor worth something now.
With those kinds of changes in values, wouldn't all of the classes have to have an increase in their base armor level? Otherwise even a fighter would have to spend 45 build to get from 35 to 50 armor. Or did you mean that Wear Extra Armor would be worth three armor points?A.mungo said:I'm just spit balling here but what about raising the material value as it stands now by 1 for each category with 1 being soft leather at a minimum (no 25 point tailored costumes). Raise the maximum armor to 50, and have wear extra armor be worth three points per purchase instead of one. Would this help without adding "junk" rules to the systems we currently have in place? (Junk rules is a reference to adding additional powers for the sake of upscaling a preexisting item and not a slight directed at anyone.)
Thorador said:PA/Threshold is a bad idea from a scaling side, as it is either on or off, and at the end of the day is poiintless at high levels, and amazing at low levels, making it not scale very well. They 1-3 auto Guards, through possible enchantments if need be, would allow armor to scale because at the low end game, it is blocking 1-3 hits of 2s or 4s, at the high end it is blocking 10s or 15s, making the those protections have the same relative value for all the levels.
Admitly in relations to your total armor the guards become more valuable at higher levels, but you still would have to wear the armor, making you less mobile and more vulnerable. to the take out effects at high levels, so it is fairly even trade off.
Also note, this wouldn't make you have any additional protection vs spells, or elemental effects, so it wouldn;t effect evoc scaling and so on like increasing armor would.
Avaran said:Thorador said:PA/Threshold is a bad idea from a scaling side, as it is either on or off, and at the end of the day is poiintless at high levels, and amazing at low levels, making it not scale very well. They 1-3 auto Guards, through possible enchantments if need be, would allow armor to scale because at the low end game, it is blocking 1-3 hits of 2s or 4s, at the high end it is blocking 10s or 15s, making the those protections have the same relative value for all the levels.
Admitly in relations to your total armor the guards become more valuable at higher levels, but you still would have to wear the armor, making you less mobile and more vulnerable. to the take out effects at high levels, so it is fairly even trade off.
Also note, this wouldn't make you have any additional protection vs spells, or elemental effects, so it wouldn;t effect evoc scaling and so on like increasing armor would.
I do not see how adding weapon guards to physical armor is going to solve the fundamental problem of heavy materials being cumbersome and ultimately detrimental. At the higher levels of play, there tends to be a focus on take-out effects (obviously not ALWAYS, but more often than not). It's not going to make it any easier to physically get out of the way of spell or alchemy packets.