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The New Gunner Armor Alchemy, Graphically Explained.

31 replies [Last post]
Thu, 12/04/2014 - 01:19
Klipik-Forum's picture
Klipik-Forum

http://i.imgur.com/yThPjFo.png

I spent way, way too long on this. Includes alchemy paths, breakdowns of each component of the extremely long names, examples, and one too many Microsoft tables. Hope this helps some people to make sense of the massive amount of new recipes introduced. <(^_^)>

Thu, 12/04/2014 - 01:36
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

the alchemy line starts and 1*? I can see the ragecrafting from here.

Thu, 12/04/2014 - 01:40
#2
Foxbyte's picture
Foxbyte
Nifty

Thank you for this beautiful graph! Trying to decipher these alchemy lines was really driving me mad.

Thu, 12/04/2014 - 01:57
#3
Flowchart's picture
Flowchart

Don't think the 1* armors have a recipe, or at least haven't seen any.

Thu, 12/04/2014 - 02:04
#4
Turn-Me-On's picture
Turn-Me-On
So if i wanted a shadow and

So if i wanted a shadow and freeze resistant set with gun dmg, asi, and ftr low, it would be:

Sacred Grizzly Shade?

I feel like im missing something....

Thu, 12/04/2014 - 02:11
#5
Ewbte's picture
Ewbte
@Klipik

ヽ(゚ー゚*ヽ)ヽ(*゚ー゚*)ノ(ノ*゚ー゚)ノ

Thu, 12/04/2014 - 02:13
#6
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

octa, it's sacred (5*) grizzly (freeze res) shade (shadow def).

Thu, 12/04/2014 - 03:16
#7
Jmmoormann's picture
Jmmoormann
Wow

Seems like it will be puzzling to find out what gear to use for a specific mission. For example KoA

5* > sacred

Fire resistance > firefly

Shadow defense > Shade line

Maybe undead bonus for the slags > ghost

So you get Sacred Firefly Ghost Armor, 5*, shadow + normal def, fire strong, shock weak, gun asi low, gun ctr low, and gun dmg bonus vs undead med.

Probably a special armor set for every single mission...

Thu, 12/04/2014 - 03:24
#8
Rex-Ias's picture
Rex-Ias
:(

I crafted the deadshot set instead of the other gunslinger sets because I needed the undead bonus for vana runs

And now I realise that there is a new armour that has shadow and fire defense WITH an undead bonus.

Sigh...

I guess I'll leave deadshot for darkfire then.

Thu, 12/04/2014 - 03:30
#9
Jabbzz's picture
Jabbzz
:o

Nicely done Klipik! Alot of people (like in my guild) were getting confused by all the different armors. It can be explained, but it sure is a mouthful, this will definitely help and make things easier.

Thu, 12/04/2014 - 04:37
#10
Blandaxt's picture
Blandaxt
wow

congratulations Klipik-Forum, i really like how well the graphical images look. you are the man!

Thu, 12/04/2014 - 05:40
#11
Hexzyle's picture
Hexzyle
@Rex-Ias

Deadshot is still valid as that Undead bonus is for all weapons, not just guns

Thu, 12/04/2014 - 05:45
#12
Mayaura's picture
Mayaura
Wow, super thread

very helpful, ty

Thu, 12/04/2014 - 08:21
#13
Neinhart's picture
Neinhart

Excellent.

Thu, 12/04/2014 - 12:53
#14
Kuack's picture
Kuack
36 five stars SETS?

36 five stars SETS?

Thu, 12/04/2014 - 13:11
#15
Bopp's picture
Bopp
unfortunately

Unfortunately, Three Rings has added so many armors (and guns) not by inventing individual creations with their own styles, but just by "combinatorial explosion": pairing this damage type with that status and that bonus (and this gun style). As I've opined in many threads, design is often aided by a mixture of symmetry and asymmetry. We seem to be approaching a game in which every item is available in every possible flavor. That will make the game less interesting.

Thu, 12/04/2014 - 13:16
#16
Setakat

Wow, thanks! Was struggling to figure out all the new gear. Seems we have new gunner armour for every situation now. Going to take me a long time to get all this gear...
Going to go for the weapons first, and stick with my trusty Shadow Sun + Perfect Seerus combo for now (sub Deadshot Max! Fire for Vana)

Going to need to start abusing the crap out of loadouts when I get the new armours... That's next years job.

Thu, 12/04/2014 - 14:43
#17
Krakob's picture
Krakob

So, Three Rings basically implemented Zeddy's old suggestion, but they only did it for some armours and they did it in a really bad way which reminds me of how newbie programmers work, although this is on a larger scale. This picture is excellent, but it still doesn't prevent headaches from trying to grasp all this stuff...

Thu, 12/04/2014 - 19:25
#18
Battlegrinder's picture
Battlegrinder

The new armors look nice, but I'm not really seeing any real applications for them outside of costume armor. The bonuses they grant, especially the fairly weak gun ASI, CTR, and DAM bonuses, seem unfocused compared to the first generation of gunslinger armor. With the old sets, you can buff one stat really easily, and let UVs or trinkets improve one of the others to create a fairly strong set. It's much harder to do that with the new armors, and while the range of resistances granted by the new armor is nice, I don't think it will make it up for it.

BTW, has OOO fixed the radiant drops yet?

Thu, 12/04/2014 - 19:43
#19
Turn-Me-On's picture
Turn-Me-On
I think the sets are balanced

I think the sets are balanced well.

I mean, a full gunner set that gives ctr, asi, dmg med with shock resistance is pretty cool. They look pretty awesome too, especially the armors with the glowing shoulder spikes.

These sets make it possible to convert from buffing purely one stat (asi or dmg in the previous stats) to creating hybrid sets that can give you DMG +3 and ASI +1 as opposed to DMG +4 only.

The little points do count! I like the versatility of the new armors, that part melds pretty well with existing armors.

Thu, 12/04/2014 - 19:44
#20
Bopp's picture
Bopp
release 2014-02-26

BTW, has OOO fixed the radiant drops yet?

Radiant drop rates were increased in release 2014-02-26. For example, my Firestorm Citadel trips went from about 0-3 Radiants per trip to about 18-33.

There is some anecdotal evidence that drop rates have decreased sometime in the past two months. For example, my FSC trips are down to about 6 Radiants. But I must stress that this evidence is not reliable until we collect more data.

Thu, 12/04/2014 - 19:50
#21
Turn-Me-On's picture
Turn-Me-On
@Bopp I did vanaduke 8-10x

@Bopp

I did vanaduke 8-10x per day (alt runs) for about 27 days. (October 20th - November16th)

Total of approximately 250 runs (yes i no-lifed vanaduke for that time, totally worth)

250 runs, at the end I had 4602 radiants in total on my alt.

That's an average of 18 radiants per run. Most I got in one run was 36, lowest was 0.

And no, I wont do vanaduke more than once a week now. Place makes mah eyes BURRNNNN

Thu, 12/04/2014 - 19:55
#22
Bopp's picture
Bopp
thanks

Thanks for your data. It refutes my hypothesis. So I can stop worrying about whether Radiants have been nerfed (and the inevitable outrage that would follow).

I'm unsurprised to hear that you are tired of grinding FSC. My recommendation: Play the danger rooms in Clockwork Tunnels levels, just for a change.

Thu, 12/04/2014 - 20:01
#23
Turn-Me-On's picture
Turn-Me-On
Oh I totally would have! But

Oh I totally would have!

But I had a set idea in mind that would upgrade my previous set and provide more defense against particlar lockdown hazards more (basically an anti status set)

Vanaduke is the most profitable mission in game that is easily repeatable and farmable with an alt. The radiants, plus eternals, plus shinies, plus high crown payout made it the only option sadly. So since I am F2P (can't buy energy since my parents would get all fussy), I saw vanaduke, saw alt runs, cried, and went to town on vanaduke.

10x a day. It is even worse than it sounds. When you're on the second run and you realize that you still have 8 to go.

The PAINNN, MAKE IT STAHP oh wait i already finished grinding.

But yeah, thats my story.

Thu, 12/04/2014 - 20:32
#24
Pandafishie's picture
Pandafishie

Thank you for this. You've saved me the 20 min struggle of trying to figure out which armor was the right one!

Fri, 12/05/2014 - 19:06
#25
Holy-Nightmare's picture
Holy-Nightmare
YAY!

I can be a ninja now!

Sat, 12/27/2014 - 21:07
#26
Almond-Riddle's picture
Almond-Riddle
BUMP Because this thing needs

BUMP

Because this thing needs to be stickied.

Sun, 12/28/2014 - 10:43
#27
Krakob's picture
Krakob

Stickying player posts is not something I've ever seen GMs do. I think we should make sure to archive it in the wiki, though. Maybe it should be linked on all pages for gunner armour, added to useful links (gosh, someone needs to work on that page), and/or added to the gunslinger guide.

Sun, 12/28/2014 - 10:50
#28
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

@krakob

go to the treasure vault subforum and look at the fan poetry thread, thats player made

Sun, 12/28/2014 - 11:45
#29
Bopp's picture
Bopp
we can add it

We can add it to the Gunslinger Guide easily.

We can also make a better version. Although I'm grateful to the creator of this image, for explaining everything so quickly after the items were released, it could be clearer.

Sun, 12/28/2014 - 14:27
#30
Krakob's picture
Krakob

Perhaps a chart made in Visio would be better? It would probably be easier to make, look cleaner, et cetera. I'm not sure how to design it, though.

Sun, 12/28/2014 - 14:59
#31
Bopp's picture
Bopp
three mostly-independent choices

The choice of armor is a simple sequence of three choices which are almost independent of each other. The choices could be explained in pictures, but here's an explanation in text.

All of the armors in this tree carry normal protection. When you upgrade the 1-star Padded Cap to 2 stars, you select your secondary damage protection.
* piercing (Pathfinder)
* elemental (Sentinel)
* shadow (Shade)

When you upgrade to 3 stars, you select your status resistances.
* fire+ and shock- (Firefly)
* shock+ and freeze- (Falcon)
* freeze+ and poison- (Grizzly)
* poison+ and fire- (Snakebite)

When you upgrade to 4 stars, there is no choice to be made. When you upgrade to 5 stars, you select your offensive bonus.
* handgun damage+1 against all enemies (Pathfinder, Sentinel, Shade)
* handgun damage+2 against slimes (Hazard) or beasts (Guerrilla)
* handgun damage+2 against gremlins (Wraith) or constructs (Keeper)
* handgun damage+2 against fiends (Hex) or undead (Ghost)
All 5-star armors also carry handgun CTR+1 and handgun ASI+1.

All of these choices are independent of each other, except that:
* You can get Hazard and Guerrilla only through Pathfinder.
* You can get Wraith and Keeper only through Sentinel.
* You can get Hex and Ghost only through Shade.
That is, family-specific damage bonuses are available only on the armor that protects against that family. Mostly this limitation is good for players. It prevents you from making bad armor, where the offense doesn't match the defense (e.g. Arcane Salamander).

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