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Found 1 result

  1. I started this project several months ago and finally got around to finishing it. The balance thread in City Hall was a pretty good motivator. The point is to make different armors different for certain situations and play styles. This is a concept design for a major overhaul, not just a minor tweak (although the patch notes will probably still say "armor was tweaked" if this is actually considered). It also intends to encourage mixed armor sets and better balance higher tier armors so as to avoid straight buffs and linear hierarchies of best to worst. Keep in mind that there are other parts of the game that need to be balanced, and this design affects those parts of the game as well. This is a starting point. Below are the concept design and a spreadsheet of the raw damage reduction values and values adjusted for glance rates under the new system. Concept Design: https://docs.google.com/document/d/1GgyTW0l7e19oK810nPXpkSyUNXschSTFbEIo3KrFBX8/edit Spreadsheet: https://docs.google.com/spreadsheets/d/1BDzXUa6xWh8eQV1ub4e9SURFQCpb143YMQmv-ul_3Mw/edit#gid=0 This is a work in progress. I would really appreciate feedback so this can be updated and hopefully considered by the development team for addition or inspiration for a new system. Please give specific comments; "+1" and "-1" are not feedback and don't help anything. I have not gotten around to a few key aspects of the design, including cloth and leather armors, a look at web armor vs. aura of shared pain, and ideas for the promised scale, ring, and splint armors to fit the new system. If possible, I would appreciate if some players could either post below or message me some test results regarding web armor (duration and magnitude of effect by power) and AoSP (damage reflected by power and damage taken). I have an extremely small sample size currently, and the larger the better for a project like this. Please try to keep this on topic and purely logical. I'd hate to see this turn into the usual mess of KvK and personal attacks that most balance threads devolve into.