Post by Head Moderator on Jul 16, 2014 4:31:31 GMT -5
After much work... we have revealed a new defense system that we hope makes more sense. As it was, there was no incentive for even taking medium or heavy armor except for flavor, and you could get ink that gave you as much defense as wearing full plate. It really made no sense at all so we've amended it. PLEASE go look at the various pages in the Emporium Section to see all the changes:
- All About Armor
- Inkantation (Armored Ink)
- Unarmed Defense Techs
Here are some highlights:
- There are higher caps for certain armors, but there are penalties as well. Because someone in heavy full plate should not nearly be as fast as someone in light armor, but boy can they take a hit good:
Light Armor - Armor Cap 20
Medium Armor - -5 Init Penalty, Quickness Cap 12, Armor Cap 30
Heavy Armor - -10 Init Penalty, Quickness Cap 8, Armor Cap 40
- Armor defends way more now... in some cases WAY more. Check out the lists. No more piddly +1 and +3 armors.
- We now have unarmed armor techs. we still have defense techs but they are like accessories, you can still wear armor and get an unarmed defense tech to assist our unarmed fighters but what about our unarmed tanks who wear no armor, but have trained themselves to take massive hits? Well we have Unarmed Armor Techs now.. up to Medium Armor with the same penalties and armor cap as normal Medium Armor.
- No more materials for unarmed techs. It never quite made sense, so it's gone. You can take improvements or enchantments for your armor techs now.
- Unarmed defense techs (the low level ones up to +6) CANNOT be enchanted like normal armor because they aren't your normal armor. They are like shields for the unarmed.
- Ink is maxed at +13. End of story. Someone with ink on their body should never be able to take as much damage as someone in full plate. Also, I feel that it was being sort of abused in a way because it was really one of the few things that offered magical defense and mundane in high quantities so there is no extra +5 to it, nothing like that... it's +13 max, you can enchant them though and it goes in your armor slot.
- Paragon Armor is gone. We don't need it.
- All About Armor
- Inkantation (Armored Ink)
- Unarmed Defense Techs
Here are some highlights:
- There are higher caps for certain armors, but there are penalties as well. Because someone in heavy full plate should not nearly be as fast as someone in light armor, but boy can they take a hit good:
Light Armor - Armor Cap 20
Medium Armor - -5 Init Penalty, Quickness Cap 12, Armor Cap 30
Heavy Armor - -10 Init Penalty, Quickness Cap 8, Armor Cap 40
- Armor defends way more now... in some cases WAY more. Check out the lists. No more piddly +1 and +3 armors.
- We now have unarmed armor techs. we still have defense techs but they are like accessories, you can still wear armor and get an unarmed defense tech to assist our unarmed fighters but what about our unarmed tanks who wear no armor, but have trained themselves to take massive hits? Well we have Unarmed Armor Techs now.. up to Medium Armor with the same penalties and armor cap as normal Medium Armor.
- No more materials for unarmed techs. It never quite made sense, so it's gone. You can take improvements or enchantments for your armor techs now.
- Unarmed defense techs (the low level ones up to +6) CANNOT be enchanted like normal armor because they aren't your normal armor. They are like shields for the unarmed.
- Ink is maxed at +13. End of story. Someone with ink on their body should never be able to take as much damage as someone in full plate. Also, I feel that it was being sort of abused in a way because it was really one of the few things that offered magical defense and mundane in high quantities so there is no extra +5 to it, nothing like that... it's +13 max, you can enchant them though and it goes in your armor slot.
- Paragon Armor is gone. We don't need it.