The last piece of the puzzle for the overhaul is how to deal with gear. Once gear is overhauled, we can release the warrior overhaul at which point we'll consider the overhaul complete. (I realize we will also want to tweak monks in the future but that is something that can be done over time.) We've been debating for the past week the best way to handle this, creating a simplified system that still allows for some customization can be easily balanced. Below is our design plan and we are eager to hear your comments!
Weapon stats are removed, and all weapons use a fixed formula to determine their damage, speed, etc. In place of weapon stats, weapons are granted customization slots. By default, weapons have two slots. Masterweapons have three slots.
Only one effect per weapon (except possibly with artifacts). The following are effects that can be included in the slots:
- Damage - Increase in the weapon's base damage. Uses MINERAL OIL (see Alchemy below).
- Speed - Decrease the weapon's base balance time (equivalent to lightning combatstyle?). Uses MINERAL OIL (see Alchemy below).
- Razor - Increased bleeding. Uses MINERAL OIL (see Alchemy below).
- For cutting weapons, increases the % of damage applied as bleed by 2%.
- For blunt weapons, add a base 5% of damage applied as bleed.
- Impact - Increased bruising. Uses MINERAL OIL (see Alchemy below).
- For blunt weapons, increases the % of damage applied as bruising by 2%.
- For cutting weapons, add a base 5% of damage applied as bruising.
- Honed - Increased chance for a poison to proc off a strike. Uses MINERAL OIL (see Alchemy below).
- Weighted - Increase stun/blackout duration by .25s on appropriate warrior strike mods. Uses MINERAL OIL (see Alchemy below).
For weapons with the slot runes attached, the first six effects can be applied twice, effectively allowing double the effect for the cost of two slots. The last two are not included in this because doubling up on stun/blackout could easily get out of hand, and because two default poisons doesn't make sense.
- Weapon Runes - Current weapon runes would be retired (full trade-in value). New weapon runes would add more slots to a weapon (level 1 rune = 1 slot, level 2 rune = 2 slots, level 3 rune = 3 slots). Separate runes are used for 1-handed and 2-handed weapons, with the 1-handed runes priced half of the 2-handed runes, since a 1-hander user will need twice as many runes in total.
- Possibly allow multiple effects of the same type in multiples slots (i.e., 2 slots can have damage or speed modifier).
- Mallet of Enchantment - Forging only artifact that allows special weapon effects to be used in slots:
- Enchanted - Change 33% of the weapon's damage type to another type of choice, similar to current elemental weapon runes.
- Virulent - Default poison - when the weapon is unenvenomed, strikes will attempt to proc with this poison.
Armor (Forging and Enchantment)
Armor "stats" are removed. Scale and plate armor are combined into one "armor" class; the distinction remains between the two for flavour purposes, but they become identical. Leather armor is removed. Shields and greatshields are merged into one, with the penalty for non-warriors using shields removed. Helms are made decorative/RP. Armor is changed to directly give a % reduction to physical damage. The reductions would be close to the "average" set of armor for each type at present though tweaked as necessary for balance.
| Shield Rune
| Great Robes
| Tattoo Armor
| Splendor Robes
| Master Tattoo Armor
| Master Armor
|| 15% |
Master armour and splendour armour give the protection from regular armour/greatrobes if the user does not have transcendent forging or tailoring active, respectively.
In addition, primary armor (robes and armor, but not shields or tattoos) also have a set of slots available for adding extra effects. Base armour would have one slot, master armour/splendour robes would have two slots. Powers that might be included:
- Enchantment - 1/6 damage resistance, separate customization for each type. Uses KNOTS (see tailoring below).
- Quickening - Movement speed/celerity buff.
- Mass - Rooting/summon resistance buff.
- Prestige - Prestige increase.
- Influence - 1/6 influence buff, separate customization for each influence type. Uses KNOTS (see tailoring below).
- Weatherproofing - Increased warmth/weather resistance.
- Armour Runes - Artifacts could be included to add up to three additional slots,
thus regular robes/armor have a max of 4 slots, splendour
robes/masterarmor have a max of 5 slots.
- Knots - Replaces proofings. Requires commodity plus:
- Magic Knot: elixir vitae (Armour/Robes Enchantment ability)
- Cold Knot: frost potion (Armour/Robes Enchantment ability)
- Fire Knot: fire potion (Armour/Robes Enchantment ability)
- Electrical Knot: galvinism potion (Armour/Robes Enchantment ability)
- Cutting Knot: Mineral Oil (Armour/Robes Enchantment ability)
- Blunt Knot: Mineral Oil (Armour/Robes Enchantment ability)
- Poison Knot: antidote potion (Armour/Robes Enchantment ability)
- Psychic Knot: lucidity slush (Armour/Robes Enchantment ability)
- Divinus Knot: unholy water (celest potion) (Armour/Robes Enchantment ability)
- Excorable Knot: holy water (magnagora potion) (Armour/Robes Enchantment ability)
- Charity Knot: cloudberry tea (hallifax potion) (Armour/Robes Influence ability)
- Empowering Knot: moonwater (serenwilde potion) (Armour/Robes Influence ability)
- Weakening Knot: firemead (gaudiguch potion) (Armour/Robes Influence ability)
- Paranoia Knot: nightsweats (glomdoring potion) (Armour/Robes Influence ability)
- Seduction Knot: love potion (Armour/Robes Influence ability)
- Mineral Oil - Replaces oil of sharpness, usable by forgers and tailors.