Armor and new items
Posted: Fri Sep 02, 2022 1:07 pm
I want to explain for the characteristics of the armor for content makers or GM who will deal with statistics for them.
But before explaining about the armor, I will explain about the dex, which most people already know but not completely.
When you have +6 dex monsters and players stop hitting you, everyone knows that right?But does everyone know that the armor stat is useless on monsters when you have a dex higher than 6 if you have 999999999 armor you will still receive 1 hit of pure critical damage in a random interval 1-20 hits from mob.
But in pvp everything is different, that's why the armor statistic is more of a pvp characteristic than a pve one, because the pve characteristic is a dex.
Here are some examples that I will base on 1k level and two players.
And so let's imagine an ogre and a sword whose total str (strength from equipment 8000+statistics per level 1000 each level get 2 point so it=2000)
And so both of them got 10,000 damage and now imagine that they have 10000 armor from gear and the ogre dex is +6 higher than the swordsman.
In this scenario, the ogre does not deal normal damage, but if he applies use double damage skill, he will deal 10000 damage and the swordsman with his ability pure critical damage will be able to deal the same amount of damage.
But now imagine a dwarf against one of them if in a conditionally new gear 3500 or 4k or 5k there will be such statistics where the character's damage is equal to the character's armor.I think everyone already understood the dwarf will deal 0 damage because he has no pvp abilities.
The armor of the gear should not exceed the summed STR that the player can get by adding the characteristics received for the levels, because this will have a bad effect on the game and in pvp only damage from character abilities and no damage from regular hits until as you get more levels and compensate for your inability to deal damage with received statistics per level and yes the player can fix it in this way but such inequality when the same dwarf needs to up a few thousand more levels for him to start make damage if the armor of the gear becomes too high.
Armor stats from gear should be around 65-75% from the total statistics of damage from the statistics received by the player for the level and from the gear.
I think now someone will think yes, you can just increase the damage on weapons and other items, but no, this is not a solution.
By greatly increasing the damage of the gear, you get a huge superiority over the players of a lower level, yes items should strengthen the character, but the damage should not increase too extreme and therefore kromelg was reduced stats of 2k gear which at that time were too strong but now he would definitely not be happy to see the stats of 1500 gear some of which are stronger than 3k
1500 pants got more armor than 3k and also got 5% magic resistance out of nowhere when 2k and 3k don't have it.I did not look at the rest of the gear 1500 level, but most likely in all 1500 gear this error was made which exceeds the armor.And I noticed this because all 3k + players wear 1500 pants and improve them with a donated item, instead of 3k pants,this is not correct and this should not be.
300 amulet gained 5% magic resist when other amulets has no resistance and only 2k amulet has 3% and 3k has 5%.
I understand the desire of content makers to do something of their own and in a new way, but as for me, what Kromelg did was an absolute balance and it did not respect all his works that he brought to the game if contentmaker own way and completely ignoring his decisions that brought the players a pretty cool pvp balance that all players were happy.
1500 gear couldn't affect the game much because there were 2 other generations of items but if the next gear above 3k will get the same extreme stats not guided by the stats presented by Kromelg can significantly change the balance of the game, which will strengthen some classes and weaken others.
But before explaining about the armor, I will explain about the dex, which most people already know but not completely.
When you have +6 dex monsters and players stop hitting you, everyone knows that right?But does everyone know that the armor stat is useless on monsters when you have a dex higher than 6 if you have 999999999 armor you will still receive 1 hit of pure critical damage in a random interval 1-20 hits from mob.
But in pvp everything is different, that's why the armor statistic is more of a pvp characteristic than a pve one, because the pve characteristic is a dex.
Here are some examples that I will base on 1k level and two players.
And so let's imagine an ogre and a sword whose total str (strength from equipment 8000+statistics per level 1000 each level get 2 point so it=2000)
And so both of them got 10,000 damage and now imagine that they have 10000 armor from gear and the ogre dex is +6 higher than the swordsman.
In this scenario, the ogre does not deal normal damage, but if he applies use double damage skill, he will deal 10000 damage and the swordsman with his ability pure critical damage will be able to deal the same amount of damage.
But now imagine a dwarf against one of them if in a conditionally new gear 3500 or 4k or 5k there will be such statistics where the character's damage is equal to the character's armor.I think everyone already understood the dwarf will deal 0 damage because he has no pvp abilities.
The armor of the gear should not exceed the summed STR that the player can get by adding the characteristics received for the levels, because this will have a bad effect on the game and in pvp only damage from character abilities and no damage from regular hits until as you get more levels and compensate for your inability to deal damage with received statistics per level and yes the player can fix it in this way but such inequality when the same dwarf needs to up a few thousand more levels for him to start make damage if the armor of the gear becomes too high.
Armor stats from gear should be around 65-75% from the total statistics of damage from the statistics received by the player for the level and from the gear.
I think now someone will think yes, you can just increase the damage on weapons and other items, but no, this is not a solution.
By greatly increasing the damage of the gear, you get a huge superiority over the players of a lower level, yes items should strengthen the character, but the damage should not increase too extreme and therefore kromelg was reduced stats of 2k gear which at that time were too strong but now he would definitely not be happy to see the stats of 1500 gear some of which are stronger than 3k
1500 pants got more armor than 3k and also got 5% magic resistance out of nowhere when 2k and 3k don't have it.I did not look at the rest of the gear 1500 level, but most likely in all 1500 gear this error was made which exceeds the armor.And I noticed this because all 3k + players wear 1500 pants and improve them with a donated item, instead of 3k pants,this is not correct and this should not be.
300 amulet gained 5% magic resist when other amulets has no resistance and only 2k amulet has 3% and 3k has 5%.
I understand the desire of content makers to do something of their own and in a new way, but as for me, what Kromelg did was an absolute balance and it did not respect all his works that he brought to the game if contentmaker own way and completely ignoring his decisions that brought the players a pretty cool pvp balance that all players were happy.
1500 gear couldn't affect the game much because there were 2 other generations of items but if the next gear above 3k will get the same extreme stats not guided by the stats presented by Kromelg can significantly change the balance of the game, which will strengthen some classes and weaken others.