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Fixing metals and metal armor

Started by weems on Nov 07, 2004 · 44 posts in thread

weems (#1)

#1
Currently, most metal armor in Dark Legacy is useless, as the negative effects on your armor class far outweigh the damage reduction and enchantment benefits. The purpose of this proposal is to remedy this situation, and make metal armors worth the effort required to make them

All damage reduction would be universal, applying equally to all body parts. The amount of damage reduction a specific piece of armor provides is based up on the size, targetability, and importance of the area it protects. This is done for the same reason that your foot doesn't have a seperate hitpoint bar from your head: simplicity. Note that while this will give players much higher damage reduction on each body part than they have now, players will still be able to hurt and sever heavily armored opponents through use of different combat styles and attack types(jab/thrust/lunge).

The ratio of damage reduction for each armor type would be as followed:
Helm: 2.0
Cuirass: 2.0
Greaves: 1.0
Gauntlets: .5
Bracers: .3
Boots: .2
Shield: 1.5

Reforging an item will remove all enchantments from the item and return its enchantment value to 0/max enchantment. This would be to prevent somebody from making an item out of mitrill, enchanting it, and then reforging to adamantite to get the damage/damage reduction bonuses of adamantite, with the enchant space of mitrill.

The stats for each metal are as follows.

Bronze:
Damage: 1.0
Damage Reduction: 1.0
Enchant: 1.0
Mobility Penalty: 1.0

Iron:
Damage: 1.25
Damage Reduction: 1.25
Enchant: 1.1
Mobility Penalty: 1.1

Mitrill:
Damage: 1.25
Damage Reduction: 1.25
Enchant: 1.4
Mobility Penalty: .5

Adamantite:
Damage: 1.75
Damage Reduction: 1.75
Enchant: 1.1
Mobility Penalty: 1.1

Meteorite:
Damage: 1.75
Damage Reduction: 1.75
Enchant: 1.6
Mobility Penalty: .8

Emeralite:
Damage: 2.0
Damage Reduction: 2.0
Enchant: 2.0
Mobility Penalty: .75

So, for example, if you were at a level where the 'base' damage reduction of an item was 100, then if you had an entire set of armor (except shield), your total universal damage reduction would be 600.

If the entire set was mitrill, it would be 750 universal damage reduction without a shield.

Note that the value '100' is only an example, and we are not proposing any actual values, just ratios for how the metals should compare to eachother, and how the different armor types should compare to eachother.

This proposal is the result of extensive time and thought by Ocardus and Nuitari.

Nuitari (#2)

#2
That's much better than how it works now, both for conceptual and balance purposes.
Guns don't kill people; I do!

lingolas (#3)

#3
the damage reduction for mitrill should be higher than that of iron. don't you agree?

Nuitari (#4)

#4
not really. classically, mithril has been as strong as steel but far lighter. since we don't really have steel in DL, we just use the properties for iron.

Edit: Actually, mithril COULD have more dr than iron, and that might be better for game balance.

Vogar Eol (#5)

#5
Don't even get me started. There is so much 'wrong' with the current craft and item systems that a small fix would only be fooling ourselves. It would also turn attention away from the two systems for a LONG time. Why? Because "We fixed the worst problem didn't we?".

Personally I would just like to see everything stay the way it is, untill the next huge leap in crafting code. Kinda like the leap from the old system with fixed items to the new one with dynamic items.
~Vogar Eol, Beater of Blades
Thane Ezbad,
The Circle of Steel

Nuitari (#6)

#6
You're pretty much right, Vogar....but how long will we have to wait until the next big change? And who's to say that cele will actually fix crafts and equipment in it? It's a gamble either way.

Isabelle (#7)

#7
first
-snip-
Reforging an item will remove all enchantments from the item and return its enchantment value to 0/max enchantment. This would be to prevent somebody from making an item out of mitrill, enchanting it, and then reforging to adamantite to get the damage/damage reduction bonuses of adamantite, with the enchant space of mitrill.
-snip

i like it, definitely a submission for the next time cele feels happy :)

next
-snip
There is so much 'wrong' with the current craft and item systems that a small fix would only be fooling ourselves.
-snip-

craft system isnt being replaced, posting your thoughts on how to tweak it is the way to go.


now, for the rest, you want the damreduction to encompass the entire body, like a forceshield? so, a person with 500 damreduction could possibly remove half their gear, fighting half naked, but still get great damreduction?

tweaking the ratios for various metals are definitely a good idea however, i'm just a little leary of the damreduction encompassing the entire body

weems (#8)

#8
Yeah, we realize how unrealistic that sounds...But think about it. Right now a cuirass has a lot more damage reduction than a helm, even though a logically built and well crafted helm should protect your head as much as a cuirass protects your chest, with both being the same material and level, of course.

This makes very little sense to us, and considering how easy criticals are to get, and how little damage reduction current armor gets, it only adds to our points. Either individual damage reduction on pieces of armor needs to be MUCH MUCH MUCH higher than they are now, or there could be a universal set. And then you have to take into account that just wearing all this heavy armor with lots of damage reduction lowers your mobility to the point that they get even higher criticals against you, effectivly MULTIPLYING their damage, making it even easier for them to pierce your damage reduction.

So yeah, either a universal set or increasing the individual pieces's damage reduction works, its just preference.

Nuitari (#9)

#9
that we generalize dr for the same reason hp is generalized....getting hit in your head and foot count towards the same hp, and they count towards same dr for the same reason:simplicity. also, you will probably position yourself in battle to present the armored portions of your body to opponents, and guard the unarmored ones more adequately(with your dodging and parrying). you can do this since your armored areas protect themselves, which is distributing the armor's protection across the whole body.

also, if that person takes off half their armor, they aren't going to still get good damage reduction, they will get half damage reduction.

finally, like weems said, i don't really prefer universal dr over raising dr, just as long as its fixed somehow

Silvanos (#10)

#10
Hopefully i didnt skip crucial parts while posting this, so plz dont yell! ;)
The initial idea is fairly good except perhaps for the entire definition of damage reduction. Saying that a helmet of the same level and material defends as well as a cuirass is making it too simplistic because of the basic differences. Lets say i take the flat of a blade and smack it against your helmet as hard as i can, then against the front of your cuirass. There is most definitely going to be a difference in the damage suffered.
Another problem I see with the current system is that severs are based on crits which is based on AR to AC ratio. Right? This bit is pointless if its not :S. So a person wearing heavy armor, which usually means a stronger metal or metal vs cloth/wood has more chance of being severed than a person wearing a shirt and pants? It seems so strange to me as I write this that im doubting my whole theory. What if severs are based on dam reduction? This makes more sense to me because if u have a cuirass with loads of dam red, it should mean that when a weapon hits you it does less damage. The only way you could justify severing an arm without doing loads of damage is if you manage to hit a chink in the armor and avoid the armor all together and with heavier armor the vulnerable areas are better covered than if youre wearing a shirt.
~Silvanos Rosvalin, Lux Sapientiae and the High Lord of Hosts~

Vogar Eol (#11)

#11
If one was going to "Fix" the reforge command, one would also need to fix the spell Ironwood. Why should a person be able to make something from Hawthorne then enchant it, then get hte DamRed of Ironwood? *voice dripping with sarcasim*

WHY is reforging from Mitrill to Adamantite a bad thing? Or why is reforging from Mitrill to Meteorite a bad thing? Or why is going from Hawthorne to Ironwood a bad thing?

It takes time and resources to have enough ingots to reforge an item twice with rare metals. High level items thats can be near 150 ingots per reforge. If your willing to invest the time and energy to get those extra ingots, why shouldn't you be able to have a SLIGHTLY better weapon? After all, its not like the differences are huge.

True, Mitrill isn't worth the thousand or more an ingot that it in the days before CoS. However, if you find the whole idea a problem I have a VERY simple solution: REMOVE THE PILLAR FROM THE MINE. Doing this would make people have to work for even the basic metals like Mitrill, and increase their value above the current 200gp or so. Metals being rarer, the instances of reforgings would decrease.

Also, have you even stopped to concider the consequences of enchantments being stripped from your weapon? I for one don't always reforge before I enchant a weapon. I might not have the ingots to spare, so I run around with an iron or bronze weapon till I do.

Now lets say I just took my e100 bronze axes. Lets say I don't have the mitrill around. Borrow a pair of rune-word staffs from one friend, get a Bard to group me and I enchant them, then Holy Avenger them. Then lets say I enchanted them completely from items that held only 0.1 Attack to give maxium chance of exceptional enchantment. Thats a lot of attack items, and a lot of time collecting them. What if I also found a sanc item (which seem to be getting harder and harder to get), and put that effect on as well? How about other effects like elemental shields? Or maybe the EXTREMELY rare Air resistance?

So now I have spent the better part of a week or two doing nothing but trying to enchant my weapons to be the best they can be. Around about now I get my hands on some mitrill and reforge them. *PooF* that two weeks is gone! I don't get any of those drain items back. I have to call in a favor with the Bard and the friend with the runeword staffs again. In short, I am back at square one.

Now I am sure no one chars if Vogar is inconvienced. Heck, I am sure some people would do anything they could to spite me. But what about some newbie who CAN'T replace the drain items? Who doesn't even remember the name of the person that enchanted their sword for them? What about them?

In short, I personally feel changing it would do more harm then good.

Isabelle (#12)

#12
if someone is a 'newbie' as you say, then they won't be doing the reforging themselves anyways, it will be done by a professional who is wise in the ways of crafting. And since that would be true, this professional would undoubtedly also be willing to sell their services to re-enchant the item. (or the whole reforging / enchanting thing would be a combined deal in the first place)

as for your question about why is mitrill worse than adamantite. mitrill has higher enchantment space than adamantite. I believe celeborn has set the material in proportion to the chances of finding those resources in the mines, the lower the chance of finding, the "better?" the item, although that term is subjective, damage-reduction, enchantment space, mobility penalty (weight), these are all things which are useful.

If you are basing your judgement on dungeons and dragons, thats probably the mistake, if you are basing your judgement on the chances of finding such materials in dark-legacy, then you can post your thoughts on those matters.

Nuitari (#13)

#13
vogar, you are right. the thing about wiping enchantments was intended as part of the changes we suggested, and shouldn't be implemented without the rest of the changes. we suggested the wiping enchantments because, in our table, adamantite would have the same toughness as meteorite, just heavier and far less enchantable. in that case, using a few cheap mitrill ingots could render your adamantite armor barely less useful than the far rarer meteorite, and adamantite weapons just as good as meteorite.

we never intended for the enchantment-wiping to be implemented without the rest of the things, so direct your arguments towards Isabelle, not us.

weems (#14)

#14
Silvanos, I agree with you on some areas, but the changes you suggest would probably require massive rewrites of the combat system, which we are trying to avoid. Damage reduction DOES currently stop severs...If it blocks all the damage. If you do ANY damage to any opponent, it means you completly surpassed all forms of damage reduction that they had.

Vogar, anybody who has access to adamantite has access to at least 50 times as much mitrill, you can just enchant a weapon after a reforge to mitrill, then reforge to adamantite, and have a weapon thats ALMOST as good as meteorite, and you cant do the same with meteorite, because it has more enchant. This makes meteorite just not worth getting, and certainly not fair to the effort required to get it.

Also, I don't think the bronze axe scenareo is a realistic one, because if this is changed, it will be very well known to people, so everybody will know to reforge to mitrill/adam/meteorite/whatever before enchanting.

And remove the pillar?! Jesus! Meteorite would go from near impossible to get to virtually unnatainable unless you LIVE on dl. I mean it. Under the current mining system I'm pretty sure I have put in more hours than anybody, so I'm not talking out of my ass here. It would also make gemstone mining MUCH more difficult, giving older, established miners an unfair advantage over the new ones.

And the reason why didnt touch on resetting wood armor enchant values after you ironwood is because this thread is about METALS and METAL armor.

~Ocardus out

Nuitari (#15)

#15
Oh and, as for the proportion of difficulty in finding the metal to usefulness of the metal, try wearing a full set of meteorite eq. your head will pop off after the first attack, and the rest of your bodyparts will soon follow. while meteorite DOES have high damage, the difference between mitrill and meteorite is rather insignificant compared to the amount of damage you can enchant on a weapon

Vogar Eol (#16)

#16
For the record, my last posted was aimed directly at, and for Isabelle and not ment to argue a point with Weems or Nuitari. What I saw was Isabelle doing a classic Caretaker action of sweeping aside the bulk idea to pick and choose things that could make the game more difficult and annoying.

Weems, if anyone that has Adamantite has 50 times as much Mitrill, what about the Mitrill miners? Does that mean that if I have 150 ingots of mitrill I only maybe have 2 or three ingots of Adamantite? YES IT DOES! So what do you think is going to come first? 150 mitrill and 3 adamantite, or 7,500 mitrill and 150 adamantite. We both know the logicists say that its much more common that someone will reforge a mitrill weapon because they didn't have adamantite laying around. Heck, I think I have maybe 73 ingots of Adamantite to my name. Not everyone can wait for 150 adamantite just to fill their weapon with enchantments.

Isabelle, do you honestly think that 'newbies' don't make and use items? Also, how many charitable crafters do you know that are willing to say "Yeah, I'll forge till I get a three-socket exceptional, reforge it mitrill, collect all the items and enchant it, reforge it to Adamantite, and even throw in some runes and a special secret runeword! All for only about 100k extra gold" Now do you honestly think your AVERAGE newbie Avatar has access to really well crafted items? I know that they don't. Most of it is second and third rate stuff they made themselves, got from a friend, or bought on auction because it was better then what they had before: NOTHING.

I agree with Nuitari completely. As long as the current system of Severing, and its effect on metal armours continues.... "good" metals aren't worth a squat compared to silk. Heck, and silk is only a fraction better then cloth. Whats cloth made from? Cotton. How hard is Cotton to get? How hard is Meteorite Ore to get? How long does it take to addept Foraging Cotton? How about mining Meteorite?

Isabelle (#17)

#17
you are way off, i have just re-read my previous posts, and i see nothing about sweeping aside the ideas, and only picking the annoying ideas?

i havent picked anything, other than to say he was on the right track with the wiping of enchantment when reforging, and that the resource modifiers could possibly be changed per his idea, and that i did not agree with his forceshield approach to damage reduction.

thats what i said.

i read it again, and its still there.

The wiping of enchantment when reforging is still a good idea, the current system allows a finished product to have more enchantment than it was designed to hold.

Being a caretaker, i have a pretty good idea (sometimes) of what (can) be coded, the possible limitations, and what Celeborn would like to see done. When i post my thoughts on something, it's to help the poster understand which way he can push his evolution of ideas.
Focusing on what 'might' be done, and building on those ideas.
-- But, so you know, i 'pick' no ideas, that's Celeborns privilege, i only give input on what i like. (and dislike)

And, i do not understand this 'newbie protector' role you have taken up. If a player makes an item, and uses it, then a month down the road finds mitrill, chances are good the player will be a higher level, and will not be reforging their newbie gear anyways, they will be making new stuff. And, for the remote chance that they still want to use their gear, they will simply find new drainer equipment to use to re-enchant the items, i do not see that as an issue, at all. The only adjustment made, will be by you. Not the newbie.

Nuitari (#18)

#18
First off, I agree with Vogar, somewhat. Isabelle did pick out the one bad thing from that whole list and decide to recommend it to Cele, and that IS a classic caretaker thing to do. Like Isa says, however, she did read over the whole thing and give her opinions on a lot of it, the enchanting thing wasn't the only part she liked. So lets refrain from Isabashing :wink:

I find myself frequently enchanting and using bronze items until I can find Gaitika, Hardraak, Ocardus, or whoever to get mitrill from. Getting drainer eq is a big deal now, with that stipulation about fully identifying items before draining them(it fixed a very minor abuse by newbies, and created huge inconveniences for everyone else), especially with the high-enchantment items that you get as your epic level rises. The thing about wiping enchantments actually isn't a good idea, its a pretty crappy one, but it was the least of all the evils we thought up to keep meteorite worthwhile in our new system. Under the current system, mitrill and adamantite both suck so hard that there's no probelm with having the enchant of mitrill and the "toughness" of adamantite. My e200 double great axes gained like....8 damage when I reforged from mitrill to addy; that's a whopping 1200 enchant space BEFORE skillfull/exceptional successes. Compare that 8 damage to the difficulty in finding adamantite(or the 156k I paid Ocardus to buy the adamantite from him). My e200 bronze helm lost 20% ac penalty and gained 7% dr from reforging it to mitrill, I'm not going to bother wasting addy on it and probably not even going to use it; at -8 ac and +215ish dr, it is worse than useless.

The situation with metals is really, really bad and desperately needs to be fixed, preferably while taking into account player input(that means actually getting the input to Cele) from those who know the problem best(Vogar, Weems, and Lingolas come to mind).

Oh and, I am currently using an epic level 200 radiant emeralite cuirass, which was enchanted using the smallest possible increments so as to hold the most enchantment possible and has over half of its glory space enchanted. The enchantments on it were wisely chosen, I wouldn't do much to change them if I could. I'm currently looking for a spider silk shirt to replace the cuirass(because it sucks, in case that much wasn't obvious). What does that tell you about metal armors?

Vogar Eol (#19)

#19
Isabelle, let me be the first to appologize if you took my posts as personal insults or attacks. I haven't been posting my usual disclaimers in this thread. They have been written very quickly and late at night as is evidenced by my typos, some bad logic, (and as I re-read them) a harsher tone then was ment.

As far as newbie protector roll, what well known Tri-av dwarf was known to be a lowbie the longest? What dwarf do you know bothers to craft excellent level 17 swords and give them out as gifts to people i have decided are trully new to the game? Remember the days when i had CoS open to the public so newbies/lowbies had a place to call home? (It only closed because a theif stole some of my best items when "Secure" was bugged and acting only like "Lockdown".) Heck, the whole origional premise of CoS didn't even have levels in there anywhere. We recruited from people generally under level 30 that were new to the game and interested in crafting. Most recently I made a bargin with Rahl for lots of mitrill. Believe it or not that was all ment for level 17 swords/axes/ect...

Heck, go look up my first 'influencial players' post, "...Lastly I do be thanking all the little people. The ones that try to make their way in Alora without Avatars to help them, without guilds to protect them. To the people who's only friend is their novice sword! Do be saluting you!"

I may be an a**hole, and may roleplay one too, but I do try to look out for the little guys every once in a while. Atleast once a year.

Once again, this is just the way I see things, warped an twisted as it may be. Take for whatever its worth, but please don't take it as insult.

lingolas (#20)

#20
i have a solution to the identifying problem. why not rid the whole identifying crap?

If you think about it, there isnt really a use for identify stuff. Most of us will not lose sleep if the the identify skill went away. it will probablynot effect the gaming quality either.
Personally, I find the Identify skill more of an inconvient than anything. Maybe one the id thing is gone, shops will no longer be bugged.

* give bards and whoever that can auto id some new skills to compensate for their useless autoidentify skill

Kiasyn (#21)

#21
hey, i give out level 17 (or lower) swords and stuff also!
Kiasyn Kelle

Vogar Eol (#22)

#22
*cough* You would have to be pretty creative to beat a Vogar made and enchanted sword *cough*

()+++{{============>

Just ask Brittania, a Vogar made level 17 can easily take you all the way to Tri-Av with faithful and reliable service. Don't trust your life to a lesser weapon. Vogar, a crafter you can trust.

<============}}+++()
*End Advertisement*

weems (#23)

#23
Isabelle, if you do not like the 'forcefield' damage reduction idea, then what about just increasing the individual damage reduction?

Isabelle (#24)

#24
i dunno, i had a different idea, which would probably be extreme for some.. but here goes

any crafted gear would have 'armor class' instantly added to it, determinate upon the material and level of the item (and whether it be exceptional/normal/ quality)

enchanting armor, and weapons, gone

using spells to cast on weapons, gone

ironwood gone

hitpoints, mana, saves versus lightning, slash, etc would be only on jewellery? or.. removed altogether, and have hp be determined by level, and slash/poison/pierce all be merged into the 'armor class' bonus of the item? :)

it would be a big change though :)

getting back to your damage reduction thing, why was it you wanted more damreduction on items again?

lingolas (#25)

#25
Do not take diversity away!!!

weems (#26)

#26
What the heck Isabelle? lmao. I thought you were the one who said only tweaking was nesceserry, and not big changes...O.o...

I mean sure, if you want to do a re-write, the whole thing could be vastly improved from what we learned about it, and our experiences with the current one. But we were just suggesting tweaks, so we could AVOID a re-write...Im confused now though.

Isabelle (#27)

#27
k, yes, it will be tweaked, personally, i wouldnt mind a big change though, i feel daring today :)

i think i've given up, sorry, my input isnt any good, i want radical change now.

*holds up a sign for radical change


ok, thats out of my system, what were your reasons for having more damreduction again?

weems (#28)

#28
Because metal armor is so terrible its laughable. The penalties to your mobility score are so high that the meager damage reduction added definetly doesnt make up for the penalties.

The only metal armor that would be better than shirts (yes you heard me right - SHIRTS, SILK SHIRTS, AND CLOTH) would be MAYBE emeralite...And even then its iffy, massive mobility penalty. And for every 20 mobility that you drop, your opponents get criticals that are now one higher than they were before...If you enchant every piece of armor with mobility, it MIGHT make up for the losses, but I doubt it...You would probably have to start enchanting mobility onto your jewelry as well...And all for what?!

Think of all that space you wasted, just to make your metal armor NOT suck. If you use shirts, you can put that space towards other things, and be better ANYWAY, seeing how even with all the damage reduction you get with metal armor, its easy as hell for your opponent to hit right over it, effectivly nullifying all those efforts.


Edit: And this isn't even touching on metal weapons!

Isabelle (#29)

#29
yeah, ok, so with an exchange of zero damreduction for cloth/silk i definitely agree a bonus of damreduction for metal would be fine.

or, maybe the problem just lies within the formula used to determine critical hits / severs?

right now, its like dungeons and dragons, on a super high level campaign, where every character could roll a 2 on a 20 sided dice, and still get a critical hit because of hitroll modifiers.

Perhaps it should be stretched, so that critical hits are 'special events' that only happen when you are super lucky, and not something to be relied on in a fight.
Perhaps also, critical misses should be introduced, which can hurt yourself, like dropping the blade on your foot, or falling and impaling yourself on your weapon :)


but yes, i agree with the possible raising of damage reduction, because hey, mobility is mobility, you wear a shirt, you can dance around, but armor is armor, you can take a smack in the chest, and still be not too bad :)

Nuitari (#30)

#30
Emeralite is not better than silk for armor. My e200 radiant, glorified(as in spent a good bit of glory on it) emeralite cuirass gave somewhat better overall stats than an e200 non-radiant shirt, but the cuirass heavily reduced my AC cap(don't want to post specifics and let everyone know how it works), while the shirt barely affected it at all. The verdict? 20k silk shirt > priceless emeralite cuirass. It should also be noted that silk and emeralite have about the same raio of AC to DR, and emeralite has something like 50% more enchant. The extra enchant, however, is used up compensating for the AC.

DR is currently useless. In theory, it can prevent severs by absorbing 100% of the damage from an incoming attack, but in practice that never happens. Why?
1. DR is not universal, but AC penalties are, and you have almost no control over how much dr to put on a location; it is determined by your level and the location in question(you can control the material used, and that's about it)
2. DR is limited, damage rolls are not. There is a set amount of dr you can have on each location at any given level, and it is always less than the damage most players will be doing at that level. Even if you get enough DR on some areas, helms will always be a weak point. An e400 emeralite helmet, which is the best helmet you can get under the current craft code, will have about 800 dr. Any e100 player worth a damn can pierce that, and another e400 player could most likely jab it off easily on evasive style. If your DR is pierced, it does nothing to prevent a sever, making it useless.
3. The ratios of DR bonus to AC penalty on items are absurd. My e200 mitrill greaves have -21 AC and about +550 DR. If I were to wear a similar piece of equipment on each area of my body, thus gaining 550 DR everywhere, my AC would either be negative or 1,depending on whether negative AC is possible or not. The criticals which would result from this would enable players to pierce my dr several times over and sever me easily.

And, of course, reducing the damage from an attack is a completely useless feature of metal armor. Not only are the reductions low, but they happen before resistances come into play, meaning the amount of damage they prevent is actually divided by 100(unless the person being attacked has less than 99% slash resistance, in which case no amount of DR will save him/her from a quick death). Whee, my e200 emeralite cuirass prevents 11 damage!

Isabelle (#31)

#31
its a difficult situation, because on one hand, i fully see the point of damreduction versus mobility, but i know it needs something in there..

So ok, what about the amount of damage a limb actually receives from a particular attack? Should an ear shot give 700 damage to a person on a critical hit?

we're getting into the bad area of complexity again tho.

the more i talk about it, the more i think enchantments are evil and should be removed

Like, just talking about weapons for a moment, (armor is not existing) if all weapons only did damage according to the level and material value. "PERIOD" no +50 attack roll, no +80 damroll, you would have a level 50 mitrill sword doing a weapon modifier of 7.5 or some number we have chosen, and bam, everyones damage with a weapon becomes balanced, according to their level, and the rarity of the weapon.

Nuitari (#32)

#32
That certainly would balance it, but why not just remove the ability to enchant damage roll, and leave the ability to enchant attack roll? Enchanting AR wouldn't be a problem if AC weren't capped, it is enchanting damage that renders DR useless.

But, then, DR is also useless against mobs. e200 epic mobs still pierced that e200 emeralite cuirass, and since DR drops as the item is damaged, it is destroyed pretty quickly after the first hit.

A better solution might be to universally increase DR, lock the price of epicbought DR to 2(and reimburse those of us who have already bought a lot :P), and make DR enchantable.

Or even simpler, you couold make DR universal ; ). While it isn't super-realistic, making hp univeral isn't either, and its pretty damn simple.

Nuitari (#33)

#33
Actually, the more I think about it, the more I like the idea of making damage roll and hp unenchantable, making them directly dependent on level(and weapons, in the case of damage)

This would create a situation similar to Heroes of Might and Magic IV, where two characters of the same level will have the same hp and damage, but they get skills and items to raise their attack and defense and give them other special powers. Perhaps also make resistances unenchantable, and make them instead available through epicbuy(I posted about this somewhere in the forums).

Vogar Eol (#34)

#34
The ideal system that I have always wished for was where an item of the same type, but different levels differed only in enchant space. For example, a level 50 sword and a level 1 sword both would do 70avg damage. A level 50 metal cuirass and a level 1 metal cuirass both have 500 DamRed.

However, then comes the problem that AR and Mobility are based directly on level. So is your HP. But just think how much easier things would be if HP, Mobility, and Attack for your char were static from creation? Leveling would be a measure of character skills, and the ability to use more powerful items.

In such a system an average human might be about 1000 HP. The difference between the Hero and the Lowbie would be how well they could protect their 1000 HP, and how quickly they could deal out damage.

Now given such a system, items could be FAR more easily balanced. Only enchant space and material vs material balancing would be needed. NO high vs low level item QUALITIES would be problems (just the enchantment curve)

I would then restrict kinds of enchantments to certain types of items:

Weapons: Attack and Damage, (Holy Avenger)
Body Armours: Mobility, Dex, Str, Con, Blunt/Slash/Pierce Resist
Head Armours: Wisdom, Int, Scrying, Detect Invis, Truesight
About Body: Fire/Ice/Shock Shields, Flying, Invis, ect...
Jewelry: Elemental Resists, Sanctuary, Save-throws (Mana & HP maybe...)

Removing enchantments from the game would almost completely kill the diversity of characters. It would come down to who's gear was made from the best material, and what classes you picked. You would NOT be able to customize your gear to your fighting style, to counter an enemy, nor to boost your weakness. In short, everyone would be much like we were before the new craft system: All wearing the same exact "best" thing, reforged with the same exact material.

I really hate to admit it, but I agree with Lingolas. Don't kill our abbility to customize our chars to their own needs.

Isabelle (#35)

#35
i don't think you guys can have the best of both worlds, either you get diversity, and basically make yourself anyway you want (currently) or you only get strength by being high level, with rare eq (meteorite, emeralite, etc) and be balanced with people of your level.

Celeborn may prove me wrong, he usually does, but i'm just not seeing how its possible to be balanced, you have that fine line, and no matter how hard Celeborn tries to balance it, one 'side' ends up being more powerful than the other, and since some of the players base balance on how well they fare in fights against each other (generally melee versus magic - the age old battle) rather than how well they do against a monster, i don't see balance as being attainable.

Nuitari (#36)

#36
While perfect balance is probably unattainable, take a look at Warcraft III.
It isn't perfectly balanced, some things are still overpowered(most undead stuff) and many things are underpowered(night elf heroes), but they are constantly tweaking it based on the overall results of matchups(ie: the universal win/loss ratio bewteen any two given races) and opinions given by top players. Doing these constat small tweaks for balance, they have created a game balanced enough for people to stake tens of thousands of dollars at a time on.

In DL, the focus seems to be on huge, sweeping, and generally unwanted changes. The player logs on one day and finds the game radically changed, with a good chance that his character is now worthless. I think DL needs to focus more on smaller, more regular tweaks to balance. Perhaps today increase troll regeneration, tomorrow increase damage reduction on armor, next week lower the ac penalty of the heavier metals, etc. By making small tweaks like this, you can observe the effects they have on gameplay, and change them as needed, instead of simply slamming players with tons of changes at once and refusing to undo any of the changes. While this won't immediately balance your game, it will gradually move it towards a stats were the imbalances are minor, and generally only felt be the higher-level players.

@vogar: I'd prefer if it was your hp and damage that were fixed(directly dependent on level, perhaps 5 hp and 2 damage per epic level?) and AC, AR, and other things could be manipulated by the player through enchanting or whatever. This way, your hp and damage would be the same as another character of your level, constitution, and race, with the difference being how well you utilize your given hp and damage through your other stats and fighting style.

Nuitari (#37)

#37
Another possibility, based on Heroes of Might and Magic IV:

Your weapon's damage plus an amount dependent on your level is the base amount of damage you deal on an attack. Example: You get 2 damage bonus per level, 1 per epic level. A level 50 character wielding a 20-60 damage sword would have a base damage of 120-160. An e100 character wielding the same sword would have a base of 220-260.

When you attack, your base damage is multiplied by (your damroll bonus/your opponent's DR on that location). So, if you had twice as much damroll bonus as they have DR, your damage would be doubled. If you had +100 damage, and they had 200 dr, you would do half damage. This would work well with the idea of making hp and "base" damage dependent only on level (and weapon in the case of damage). I think this would also make future balance changes easier.

Vogar Eol (#38)

#38
Lets not start bringing weapons into this debate about metal armour just yet. Should ANY sword made from gold, no matter how high level or how well made EVER be able to sever through Emeralite armour? (This is assuming the armour is hit, and a gap is not found)

In my general oppion, a weapon made of softer metal would only become damaged by armour of a harder metal. Maybe some blunt trama would transfer through. Think about it.... how much damage does a wooden axe do to a person in full metal plate armour? I know there are a few of you SCA types out there. Now lets give a person an axe made of better steel then the armour.

In short, I don't think it should be a matter of DamRed, Mobility, Armour Count, and Attack. I feel it should be material vs material. The "stiffness" of your armour should affect your ability to strike and dodge, but not much more. Also, isn't better designed and made armour less of a hinderance on mobility?

Like I said once before, there is some much that could be changed in the craft system, and the item systems. Starting a debate about "smaller changes" is only just teasing ourselves. There is just so much that is either outright wrong, or could be much better.

However, I do agree strongly with Nuitari. Changes should not be in huge leeps and bounds. It leaves a dozen things that might be buggy, abusive, unbalanced, or just hard to learn and understand. Small steps, with LOTS of attention paid to how each change affect Alora is a better way to go. Whenever I have coded, it was always one small change at a time, and i spent weeks making sure I would not regret the change latter. Only then would I think about something new. (not that I am anything even near a great coder)

Advantages are that the players have time to adjust, and report flaws. Since only one thing is changed at a time, flaws are more easily found and corrected. Reports are less chaotic, and more easy to sort through.

Vogar Eol (#39)

#39
Oh, on a side note. If diversity died in this game, that would be it for me. As much as I like DL, it would become unbareable for me to play as a cookie-cutter character.

Now, if there WAS significant ammounts of roleplay here that might be different. We all know roleplayers are the minority, and generally have tight cliques. That being the case, I would quickly lose interest in a game where I was forced to be "normal" in so many ways.

I am sure someone out there is saying "GREAT! Lets make the changes so Vogar will go away!" right about now.
:roll:

Nuitari (#40)

#40
When I recommended the gradual changes, I wasn't talking about the crafting code. It needs immediate and drastic overhaul.

lingolas (#41)

#41
I know this has been discussed before, but i'll repeat it again.

My e200 emeralite cuirass is barely better than my silk shirt. the -mobility is so high that most of the extra space is used for enchanting mobility to cancel out the penalty. Also, my emeralite cuirass gets ruin just as fast as my silk shirt. This makes no sense.

My e200 emeralite helmet also sucks. It has a bit above 300 DR, but when this is compared to an e200 bronze helmet, you'll see that there isnt a significant difference in DR. The only difference is the little extra enchantment space over mitrill.

Based on these two items, it is wiser to save the emeralite for picks or weapons.

changes that i like to see in future patches:
* raise DR for all metal armors.
* There should be a significant DR between emeralite and other metals
* Different armor material have different rate of destruction.
* skin/cloth/silk equ are resistance destruction by blunt attacks(bad vs pierce attacks)
* metal armors are resistant to destruction by pierce attacks (bad vs fire/lightning)
* blood/light armors are resistant to destruction by all physical attacks (these are rare mob equ)
* Bone equ have no resistance to anything however, allow the equ to fix themself over time. Sort of like DR regeneration. (bad vs. blunt attacks)


what do you guys think?

Vogar Eol (#42)

#42
I completely agree that different materials should have different damage resistances. In games I have played before, Mitrill and Adamantite was not damage by Acid for instance. (The armour, it gave no resistance to the character)

However, silk is very resistant to both slash and pierce. It is a stronger fiber then steel. The problem comes with it generally being to thin to do anything good.

The Mongols wore a silk shirt under their other armour. When hit by an arrow, the silk would follow the arrow into the wound keeping the head from touching flesh. The arrow could be easily removed by tugging on the shirt, which would pop the arrow out. Early bullet proof vests worn by presidents before world war 1 were also made from silk. Who was the Austrian leader that was shot, and started world war one? He was shot in the head with a small caliber pistol while wearing a silk bullet proof vest that would have easily stopped the round.

Oh, and bones healing themselves? You realize that bones become brittle not all that long after the cells die? How quick you think the bone tissue dies after it is removed from a body? Heck, it could arguably be dead shortly after the creatures heart stopped.

In short, your ideas flawed in premise, but good in that they atleast try to make materials different. Personally I agree with where you are going: Materials should react to damage differently.

lingolas (#43)

#43
i was thinking of bones as the bones of the undead. perhaps we can make the bones regenerate only if the bones came from the bones of undead creatures...

Vogar Eol (#44)

#44
Then that would be a different material would it not? I personally agree some different bones would be nice.

woods:
All different kinds, ebony, hawthorn, ironwood, ect...

fabrics:
Silk, skin, cloth (cotton)

Rock:
Clay, Sandstone, Shalestone, Limestone, Granite

Leathers:
Hide, Fur, Scale

Metals:
Gold, silver, iron, steel (arguably not a resource), mitrill, adamantite, meteorite, emeralite, ?hampsterite?


Bones:
Bone


As you can see we are lacking a bit of diversity in the area of bone crafts. I would agree that something better then "bone" would be nice. Ivory, antler, and maybe "Lich-bone" all would be nice choices. Would also allow a little diversity in bone processing crafts.

While we are on this topic.... When will different woods ever be made useful again? Right now its only Hawthorne and Ironwood that are used.