Originally Posted by Stabbey
Originally Posted by Hassat Hunter
I don't think they both need to be into one skill... they just need to be worth investing in, none of thise 1%/2% per level crap smirk


Yeah, this sounds right. I don't see any real point in splitting the skills. It's actually probably better for balance if they keep them separate.

I think the idea behind those abilities should be that for a warrior who mostly wears Physical armor, you give them a couple pieces of magical armor, then put points into +Magic armor to give it a boost to useful levels. Meanwhile, they won't invest much into the +Physical armor ability, because they get enough from their equipment. The opposite should be true for mages.

What if the bonuses worked more like this:

[x] Armor
Level 1: +25 [x] armor, + 5% [x] armor
Level 2: +20 [x] armor, + 5% [x] armor
Level 3: +15 [x] armor, + 5% [x] armor
Level 4: +10 [x] armor, + 5% [x] armor
Level 5: +05 [x] armor, + 5% [x] armor
======================================
Total : + 75 [x] armor + 25% [x] armor

At low character levels, the flat bonus gives you a useful amount of armor when the percentage is underwhelming, then at higher levels, the percentage becomes the most useful part when the flat bonus seems small.




I dont think the flat bonus should get lower but stay at 25 or whatever ( it looks better for the player ).

Originally Posted by Naqel
It wouldn't really acomplish anything other than make the skills cost less points.

The real problem with armors right now is that:
A - they're binary in nature, you either have enough to protect you, or you don't
B - it's largely impossible to kill someone without exhausting at least one of the armors fully


Both issues would be solved by my suggestion from another thread on the issue, making the armors gradually lose effectiveness as they are depleted.
I.e.: At 50% remaining, an armor absorbs 50% of the damage(the rest bleeds through), and provides only 50% reduction to harmful effects being applied.

Couple that with a variable application rate(some skills having 50% chance, some having 200%), and there is a lot more room for cool tactical gameplay where armors remain an important factor, but do not outright decide the outcome.


A - is not a problem but a good thing. RNG in CC is bullshit and should never come back
B - Thats what armor is for