Robes should get +1 enhancement slot all around, I think. I brought it up in the Gear Overhaul thread, but this would make them less categorically worse than armor - in the same way that being a robes wearer wasn't categorically worse at everything pre-overhaul. You got less physical defense stat but one extra proofing that armor users couldn't get.
Enchanters are able to enhance greatrobes (and splendour robes) with a variety of additional capabilities, ranging from weather resistance to increased influence ability. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected; these enhancements can be used multiple times, so long as they are of different types. Robes must be worn for the enhancements to take effect.
Charm: Typed according to damage type. Requires one tailoring knot of the appropriate type. Provides 1/6 resistance of the selected damage type.
Influence: Types according to influence type. Requires one tailoring knot of the appropriate type. Provides 1/6 buff to selected influence type.
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.
There are no poisons or magical effects on a sophisticated corseted gown of sapphire silks.
and the hat:
wp 192566
It is in perfect condition.
It provides 0% resistance to physical damage.
There are no poisons or magical effects on a coquettish silver and sapphire fascinator hat.
How do greatrobe/splendour hats work now? Are they now redundant? Is the gown still protective enough without the hat or are both needed for the full benefit? (I'm sorry if it's obvious, I'm dumb.) Plz explain?
hats/helms are no longer needed - they were only needed to reduce wounds before and now wounds are standardized 1/2 per hit, so the gown reduces damage 10% now
The armour runes are completely orthogonal to weapon runes. Combining their costs and claiming that weapons are suddenly more expensive is incredibly disingenuous. A full replacement for the old weapon runes is 1800cr, which is significantly less than it was. Armour runes are a new, and completely separate, mechanic.
Why does it cost 3300cr to max out weapons/armor? Before max warrior runes costed 2900cr (not counting old bleeding runes because they are beyond garbage).
The forging mallet is not on the retired list.
Why
were the bashing attacks of SWING/JAB changed so that we can no longer
see mob health? Having the unique messages that showed mob health was a
big deal, and really special to warriors.
Edit: Quickening- is it +1 room movement more before hasty? Mass: what is the bonus relative to other skills? Prestige: numbers? Weatherproofing: numbers?
Damage: how much more? Speed: ? Razor, Impact, Honed, Weighted: ?
Warrior damaged is over 1K per hit with no rune, we could probably lower that 20-30% base (specs have skills that boost their damage).
Warrior bleeding needs to drop noticeably too. I assume we have a new bleeding formula, because it looks something like 200 bleeding or more (far higher for specific attacks) a hit. Warriors are expected to build warriors, so before people say "If you get to X you should be hurting", this is an eventuality, this does not take special buildup besides attacking and using basic poisons. This is currently a run or die mechanic, which is what no guild is supposed to really base on.
So, apparently monks wear leather for that extra bit of resistance now? Is it supposed to go on vest? Bracers? Skullcap? Leggings? And how many enhancements slots is it?
I cannot see any reason at all to buy the armour slot runes. Period.
I'm really unsure why there's this insistence for making really minor powers (1/6 all influence for example), and then make them even more minor by carving it up into a 1/6 for each type. Why would anyone ever spend 500cr for that? Why would anyone ever spend 500cr for a 1/6 damage resist to one damage type? It's like the same issue with the damage buff / resist runes, but even worse-- you can't even get past the cap with them.
Basically: the armour powers are too minor even combined for the value, and then they get split up even further into smaller chunks. I just can't think of a reason why I would want to buy it, or why anyone else would either.
Weapon runes, on the other hand, I will be investing in. They seem more worthwhile.
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Cyndarinused Flamethrower! It was super effective.
edited January 2016
It might expand the credit cost gulf a small amount, but it definitely reduces the significance of that gulf. Warriors runes put you head and shoulders above other warriors to the point that it wasn't even a contest. The new armor slots mean you take 3% less cutting damage on your 10k health pile. It's almost meaningless.
And the Kephera with their pendant is still out tanking you. Behold the blurry meta, it's actually a good thing.
FRANKLY I think this is a great place to be in. Expensive artifacts for very minor benefits. IRE still makes its money off the min/maxers with oodles of cash/credits, while not disenfranchising the aspiring PKers who will make incremental investments over time and allowing them to both compete on relatively the same playing field.
How are shields handled now? Will there be several tiers? What about shield runes?
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
To be fair I haven't tested the shofa damage on other people yet but if it's also applying to others than a basic shofa shofa kick combo of mine does 4.9k damage without any setup or afflictions.
Here's the funniest one for the entertainment of all:
So, Old armor would give you half a percentage of resistance per stat. So 1/1 c/b is .5%/.5% resistance, 50/50 is 25%/25%, Now armor is like 7% resistance, AND they buffed monk damage to make up for wounding going away, so it is really a double buff to monk damage, when I was already dying to monk damage pushes before the overhaul.
Likely just an oversight considering how late in the overhaul the monk changes were put in and forgot about the major decrease in armor resistance.
Congratulations! By order of Newt Blasterson, you've been named a Master of the Aetherways! 2015/12/09 23:54:29 - Pejat drained 2000000 power to raise Davos as a Vernal Ascendant. You use 80,000,000 of your divine essence. You gain BeauteousThought as a supernumerary power.
Comments
Real request: can someone post all the enhancement and armor ABs?
Syntax: ENHANCEMENT ADD <robes> <enhancement> [<type>]
ENHANCEMENT REMOVE <robes> <enhancement> [<type>]
Power: 10% reserves
Enchanters are able to enhance greatrobes (and splendour robes) with a
variety of additional capabilities, ranging from weather resistance to
increased influence ability. Each enhancement has its own materials
requirement, as listed below. Additionally, some enhancements have
specific types that must be selected; these enhancements can be used
multiple times, so long as they are of different types. Robes must be
worn for the enhancements to take effect.
Charm: Typed according to damage type. Requires one tailoring knot of
the appropriate type. Provides 1/6 resistance of the selected damage
type.
Influence: Types according to influence type. Requires one tailoring
knot of the appropriate type. Provides 1/6 buff to selected influence
type.
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement
speed.
Mass: Requires 10 steel. Increased rooting/summoning resistances.
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased
prestige.
Weatherproofing: Requires 10 cloth. Increased resistance to weather
effects.
does this mean Blacklung has been removed as well? Also does Broken wrists/jaw/skull count as 'limb' for being converted? What about damagedhead?
LORECRAFT - MINERALOIL
Amalgamation Cost: 2 percent of power reserve.
Mineral oil is used by forgers to enhance weapons.
And when I try to amalgamate mineral, mineraloil, sharpness or sharpnessoil, I get:
You are baffled by the complexity of that, and wouldn't even know where to begin.
The forging mallet is not on the retired list.
Why were the bashing attacks of SWING/JAB changed so that we can no longer see mob health? Having the unique messages that showed mob health was a big deal, and really special to warriors.
Edit:
Quickening- is it +1 room movement more before hasty?
Mass: what is the bonus relative to other skills?
Prestige: numbers?
Weatherproofing: numbers?
Damage: how much more?
Speed: ?
Razor, Impact, Honed, Weighted: ?
I was under the impression that part of the goal was reduce said gulf, not reduce and then expand it differently.
I'm really unsure why there's this insistence for making really minor powers (1/6 all influence for example), and then make them even more minor by carving it up into a 1/6 for each type. Why would anyone ever spend 500cr for that? Why would anyone ever spend 500cr for a 1/6 damage resist to one damage type? It's like the same issue with the damage buff / resist runes, but even worse-- you can't even get past the cap with them.
Basically: the armour powers are too minor even combined for the value, and then they get split up even further into smaller chunks. I just can't think of a reason why I would want to buy it, or why anyone else would either.
Weapon runes, on the other hand, I will be investing in. They seem more worthwhile.
Likely just an oversight considering how late in the overhaul the monk changes were put in and forgot about the major decrease in armor resistance.
2015/12/09 23:54:29 - Pejat drained 2000000 power to raise Davos as a Vernal Ascendant.
You use 80,000,000 of your divine essence. You gain BeauteousThought as a supernumerary power.