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Set Bonusses

20 replies [Last post]
Sun, 09/09/2012 - 02:15
Purrifier's picture
Purrifier

Greetings!
Many people in this game uses armors, helms as a set; like skolver cap-coat combo, volcanic salamander mask-suit combo etc. So how about these sets give us unique abilities? For example:

Magic Hood-Cloak Set:
Low Elemental+Normal Protection

Elemental Hood-Cloak Set:
Low Elemental+Normal Protection
Low Fire+Shock Protection

Miracle Hood-Cloak Set:
Medium Elemental+Normal Protection
Low Fire+Shock Protection

Grey Feather Hood-Mantle Set:
Medium Elemental+Normal Protection
Low Fire+Shock Protection
Low Damage Bonus on elemental-hitting weapons
Rarely user can 1-hit kill elemental-hitting monsters(Except Bosses)

And so on...(I'll continue if I get positive votes)

Note: This wont make sets OP, its just for buffing UP gears. And I didnt take this idea from anywhere.
If you agree or disagree, tell why. because writing only NO or YES doesn't make sense.
Edit: If you're going to flame, do it outside. because I cant see anything to flame here.
Edit 2:Nerfed entire idea.

Sun, 09/09/2012 - 06:14
#1
Dukeplatypus's picture
Dukeplatypus
Yeah, but why would we need

Yeah, but why would we need this?
1) That's not how stat modifiers work in this game. Both super-effective damage, UVs, and others use set number increases, not percentages.
2) Yes, it would be OP, especially the status resists. This is a game that supports mix-and-match sets. Not only would this shatter the design of the equipment system, it would power up armor sets to resist strong statuses with no UVs

Sun, 09/09/2012 - 06:23
#2
Little-Juances's picture
Little-Juances
Also, we have UVs/trinkets

Also, we have UVs/trinkets that will indeed unbalance things since they give even more bonus to start with.

And grimalkins not attacking is a hell of a bonus. Thats the whole point and challane of the level.
(i do hate status immunity on C42 too, but thats another story)

Sun, 09/09/2012 - 06:36
#3
Purrifier's picture
Purrifier
@Dukeplatypus

I dont say we need this, its just a buff for UP gears like skelly line, magic line, jelly line etc.
1)I can remove percentages and add them as numeric, its not a problem.
2)Nope, even with grey feather set, a random mecha knight hits about 6-6,5x bars instead of 10x, and does 4 sec. status instead of 7; and with my set bonuses, it would become like this: MK hits about 5-5,5x bars and does 3 sec. status; though it doesnt makes it op as you insert here. And yes, game supports wearing 2 random gears, though many people wearing same line helmets and armors, i got this idea when i see many people wearing same line helmets and armors.

Sun, 09/09/2012 - 06:35
#4
Purrifier's picture
Purrifier
@Little-Juances

What? I dont understand anything from your sentence...
But if you're talking about "grimalkins wont attack user" Its not a hell of bonus, unless you're spending your life in Candlestick keep...

Sun, 09/09/2012 - 07:06
#5
Dukeplatypus's picture
Dukeplatypus
Yes it is. If your set bonus

Yes it is. If your set bonus is literally removing all of the challenge from a group of levels, that's a problem. There are arsenal boxes at the start of the level, not that hard to just switch into it.

Sun, 09/09/2012 - 08:09
#6
Soulstaker's picture
Soulstaker
if you take away the

if you take away the grimalkin resistance, then this might be an OK idea.

Sun, 09/09/2012 - 08:30
#7
Purrifier's picture
Purrifier

Its something unique that comes when set is 5*, and i bet that rare people access Candlestick keep with grey feather set...

Sun, 09/09/2012 - 08:35
#8
Soulstaker's picture
Soulstaker
But still, whats the point of

But still, whats the point of candlestick keep without grimlalkins damaging you? I'm in full skolver and have a grey owlite shield and I go to alot of places that has shadow damage. Once you played for awhile, you should be pretty good at dodging. The only reason why I hate candlestick keep is not its shadow damage, its the grimalkins.

Sun, 09/09/2012 - 08:38
#9
Luguiru's picture
Luguiru

Snort.

Sun, 09/09/2012 - 08:50
#10
Purrifier's picture
Purrifier
@Soulstalker

Its like a reward for making a 5* set. This is why its unique. And i thought that Grimalkin protection is useless in an elemental-resistant gear, so ill change it.

Sun, 09/09/2012 - 08:59
#11
Purrifier's picture
Purrifier
@Luguiru

So what do you want me to do? Graveyard it? Our thoughts are completely different. Your thoughts are about balancing, mine is set bonus. Both thoughts' aim is about balancing, but this doesnt mean they are both same suggestions.

Sun, 09/09/2012 - 09:06
#12
Luguiru's picture
Luguiru

I was implying that you can be more creative.

And I snorted.

Beep.

Sun, 09/09/2012 - 09:24
#13
Purrifier's picture
Purrifier
So that is the tf2 thing you punished me with...

Be more creative... Its not as easy as you say >:|

Sun, 09/09/2012 - 10:25
#14
Fehzor's picture
Fehzor

I like to mix armors too much.

Sun, 09/09/2012 - 10:58
#15
El-Odio's picture
El-Odio
Just to have said it

Dukeplatypus said: "That's not how stat modifiers work in this game. Both super-effective damage, UVs, and others use set number increases, not percentages."
Instead of saying anything, I give you this:
http://wiki.spiralknights.com/Abilities

Sun, 09/09/2012 - 11:14
#16
Dukeplatypus's picture
Dukeplatypus
What's your point? Status

What's your point?
Status UVs function by duration. Every level of resistance shortens the duration by a certain amount until they reach 3 seconds, and then you get immunity from said status. Different levels of a status (light, moderate, strong) that damages, particularly fire do a certain amounts damage per tick. There's nothing in the mechanics that suggests that says things run specifically by percentages, indeed things like damage bonuses can easily be proven they do not (e.g. DA normal combo on bonus and neutral mobs vs. DA charge on bonus and neutral mobs. Becomes quite obvious). Damage resistance UVs are too insignificant to matter anyway.

You're also making the grave mistake of believing that any wiki ever is infallible.

Sun, 09/09/2012 - 11:45
#17
Little-Juances's picture
Little-Juances

"Rarely user can 1-hit kill elemental-hitting monsters(Except Bosses)"

Again, it's relative. This feature could be.. tolerable with a slow weapon (say a magnus).
But fast antiguas or ricocheting alchemers ruin it again. What about bombs hitting multiple targets? Or fire/shock, wich do multiple hits.

It's also relatively useless when solo, due to low health on enemies, but on a 4 player party would make a huge difference.

Granted there isnt any hard elemental dungeon yet. (UIMF/OCH?) But imagine the concept on a horde of zombies and trojans in KoA or LoA.

Sun, 09/09/2012 - 12:11
#18
Purrifier's picture
Purrifier

It looks like i cant make you like something...

Sun, 09/09/2012 - 13:28
#19
Addisond's picture
Addisond
--

All this does is discourage people from mixing armors. It's like weapon-type bonus armors; all it could possibly do is stifle variety.

Sun, 09/09/2012 - 15:02
#20
El-Odio's picture
El-Odio
I just kept it short

Giving any source is better than giving no source. Also, DA, unlike AP has no UV bonus against any group.
If you want to read a bit about the matter in general, Antistone has a good article on the mechanics of defence.

I don't claim to know what the actual way is that things work ingame, but given my AP does in fact about 14% more damage to undead than to constructs, I may just as well go with that.

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