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!
Weapons (Forging)
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 Artifacts
- 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.
Armor |
Reduction |
---|
Shields |
2% |
Shield Rune |
3% |
Great Robes |
7% |
Tattoo Armor |
8% |
Splendor Robes |
10% |
Master Tattoo Armor |
12% |
Armor |
13% |
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 Artifacts
- 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.
Tailoring
- 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)
Alchemy
- Mineral Oil - Replaces oil of sharpness, usable by forgers and tailors.
Comments
- Will the two wounding systems exist concurrently until monks are overhauled?
- Will the Mallet of Enhancement replace the current forging mallet artifact?
- Will raised hoods / enchanted hats be necessary?
- Will damage type runes be retired and if not will the enchanted slot from the Mallet stack with damage type runes?
A few comments:
- Having org potions as requirements for knots is awkward for anyone who wants that knot that isn't in the org.
- One slot for greatrobes is less possible resists than currently available through proofings.
- Speed slot for weapons will probably be 'mandatory'.
- Overall seems a nice system, but probably want to look at the specific options to ensure none are too overbearing.
Additionally, I agree that I thought the overhaul wouldnt be over yet, since it seems there is a lot to still do.
I honestly would love if the other classes also got looked at. Mages for example are in a wierd place with the Meld concept, and frankly I would love if they were given more independence as a class and less of a fixation of "Area control for groups".
My terrible system
For Kephera, allow them to benefit from the armour enchantment (but not armour value; their chitin already provides a better number) of the armour. Easy!
As a request, could we not remove leather/chain and instead merge them into the "Great Robes" class of armour? Wearable by anyone, provides 7% reduction, etc. but is aesthetically a suit of armour rather than a robe or a suit.
Also I'd just like to note that I LOVE how this leads to people having a good reason to have more than one set of clothing.
Instead of two artifacts, one for one-handed and one for two-handed, have a single artifact. It will allow you to IMPRINT on either two one-handed weapon or one two-handed weapon, which would give the weapon(s) the additional slots. Only the imprinter can then wield the weapon.It wouldn't make the weapon resetting or non-decay though.
It'd need some extra safeguards (for instance, the ability to unimprint), but it'd make warriors far more flexible in return.
Would knots be a stacking thing (if I had 5 magic knots, would I have a 5/6 resistance)?
While I know it is probably a long shot - but what would be the chances of an artifact of an one knot for influencing and damage resist (one knot that gives the buff for all five influencing, one knot that gives all 10 damage resists)?
06/30/2014 19:37 Silvanus channels the power of the Megalith of Doom for you, stripping you of your Vernal Ascendant status.......bastard!!
I don't begrudge the game making monies, goodness knows I've tossed plenty at it. But some of the decisions over the years, they'd make Timon and Pumba jealous (the grubs).
Regarding artifacts, we are going to offer full refunds for current runes and you only need one replacement rune (though can choose from level 1, 2 or 3) on a weapon. I fail to see how this isn't an improvement! I believe the runes should be placed on the weapon itself and not something in the inventory because it just doesn't make sense to me otherwise not to mention being impossible to code. BTW, in the future, I really, really want to do a slot system on non-warrior weapons (instruments, staves, cudgels, etc.) if that makes any difference. Anyway, I don't think we will budge on that mechanic (i.e., runes on weapons).
Regarding speed, sure, we could get rid of it as an option, but I disagree that it's something you MUST have (it's just a tiny boost) and you may find it's better to have a heavier damage weapon or one that causes more bleeding or bruising, etc. than the speed bonus. In any event, I think it's important that weapons be customizable enough that we do notice a difference among them and warriors can choose what weapon setup they want. (Otherwise, we'd just give everyone the same exact weapon and call it a day--be easiest option for us but not very exciting!)
Regarding org potions, I thought that would be an interesting twist as it'd create a minor conflict among crafters, open up black markets and provide leverage among factions who control the spice--er, potions. But, meh, if everyone wants everything easy, we could substitute something else. (Ieptix didn't like using org potions, despite my enthusiasm for it.) Feel free to offer alternatives though.
Second question:
How do I make "secondary" weapons permanent under the new paradigm? Is it even necessary any more to have multiple sets of weapons? It kind of seems like it might not be.
In that case, pliers have just become even less valuable than they were-- what happens if I unattach the slot rune from one weapon to move it to another? Do the things on those slots go with the rune? Do the effects just vanish? Are pliers now meaningless for warriors?