Here are a few changes to armor that I have thought about for a while. My goal was not to overpower anything, but to make valid, reasonable changes to things that may need them / what we really want, instead of my usual crying and squeeling about things like guns and bombs being unbalanced.
- The Changes:
1. Add fire resistance (less than say a vog piece, small amount) to both nameless pieces
2. remove the negative poison resistance on shadowsun pieces and add negative fire. This way it is more useful on SL snarb
3. Make chaos set or just the cloak/hood's damage bonus medium instead of low. Keep the negative to status. This thing needs buffed period.
4. Make bombastic demo gear shadow defense instead of elemental.
5. Make mercurial demo suit piercing defense instead of elemental.
6. Make deadshot's undead damage bonus only apply to guns.
7. add frost resistance (a small amount) to both justifier pieces.
- The Reasons:
1. Adding fire resistance to nameless is something that has been said about (and cried about >.> <.< ^.^) before, and only makes sense. This is mainly because it is being compared to the sword and bomber set matches, Vog Cub and Volcanic Demo. All three take on a medium bonus to help its wearer and what the wearer is specializing in (save for Volcanic Demo Suit), all three have elemental resistance, and only two of the three have fire resistance (elemental + fire, the two deadly things on the Vanaduke encounter).
The reason I did not just say "add fire resistance" or "add equivalent to vog fire resistance" is that the reason the nameless set does not have FR might be due to the devs thinking that a gunner is someone who avoids damage. If a gunner gets hit (I know, i said gets hit, don't freak out yet), they should be hit for more because they deserve to be hit for more (as they do). The thing is, currently (assuming that we are not always on our A-game every second of time we play SK) if we are (hold your breath) hit once (I know, a gunner getting hit? swordsman must disagree and comment below!) then the hit will take out a giant amount of our health if fired on top of having a greater chance to recieve fire. In order to keep up this "don't get hit or it hurts" mentality, we will only add a small bit of fire resistance. This way, it is a bit more reasonable and we don't have gunners taking Vog.
2. Shadowsun isn't very popular because of the low dmg bonus and negative status, but it has its place in lockdown as well as PvE for letting gunners hit that maximum damage to everything (w/ trinks). But the issue with one of the negatives being poison, is that one of the end-game piercing bosses (SL Snarbolaxes) deals piercing and poison. Instead, I decided to make the negative poison resistance into negative Fire. I know that there are some gunners out there that take Shadowsun for vana, but this is why I said negative fire: The whole shadowsun theme and design of the devs seems to be that "evil" ish statuses (curse and poison) that popular undeads deal would be effective against the set. The big issue with the poison is how it completely clashes with Rabid Snarbolax, an end-game boss, even though it has piercing defense. Something with piercing defense isn't exactly useful for Vanaduke (though I know some do use it for him) but adding fire would keep that "evil things hurt those wearing shadowsun" mentality while still making it useful against what it should be useful for.
3. Chaos set has always been lagging behind by a lot. This is because anything with a status has some sort of advantage. A low damage bonus is very underwhelming with all of the negative statuses. And get this, wearing chaos set will actually hurt you, more-so than helping. We wear armor in the first place to help protect/benefit us .-. Regardless, the dev's reasons for making this is that you get an all-around damage bonus and become wicked, while being weakened at the same time. The issue is that you do not become wicked. A medium bonus to damage on both pieces or just one (cloak or hood) would really put this armor where it should be.
4. Bombers have an issue right now with being given elemental defense armor. Well, not exactly given, more like shoved down their throats. Bombastic Demo armor is already lagging behind in the first place, because bomb damage bonus is not as desired as CTR, on top of it being low and not medium. What would make this (regardless of having bad bonuses) extremely useful, is if it were shadow defense. This way, bombers would have a shadow bomber gear option without it being non-bomb related (just like gunners and swordsmen do atm: deadshot and snarbolax), and I made this gear actually (maybe even very) desirable without over-powering it.
But, if I had one wish to make one of my seven wanted armor changes come true, it is this bombastic demo change, no hesitation, period. Mercurial armor is currently bombastic, plus a movement increase, plus shock resistance. It is like a bomber wouldn't even start to consider this set.
5. Mercurial demo, the reason i say piercing is because as I said before in a way, bombers are given too much elemental defense. Why i chose mercurial is because it goes along with the whole mercurial theme, being the slimes they are all resistance to pierce and such, not to mention the other mercurial themed set giving piercing defense. This time I am not following a dev's original design, but creating a new one that makes total RP sense as well as helping give bombers more defensive option such as my bombastic suggestion.
6. This is something that should've been implemented well before I say it should have been as you read this. Its obvious gunner gear being in the gunslinger line of gear, no matter how much you try to say it is made for swordsman and bombers alike. It definately was in the dev's design, just reading the description, that it should only affect guns. It only makes sense and needs to happen before more swordsman / bombers go into a gunslinger line for a swordsman / bomber bonus. The longer we stretch this out and make the undead damage bonus help everyone, the more complaints there will be if this change were to happen.
7. This is mainly the same deal as my reason for number 1, just the least important of any of my suggestions. Sure Ice Queen is up there for end-game bosses, but it isn't desired to make an "Ice Queen set," mostly just to scrap up what useful piercing / freeze resist gear we have lying around because its not like we will get to do shadow lairs for fun / more than x amount of times due to their unavailability to the majority as well as the cost. Because of this, it will be no. 7 on my list, being that shadow lairs are unimportant unless you are willing to waste time and money going for a costume. Regardless, its the whole comparing it to skolver thing and all that, hurts us a lot to get hit because us gunners are (gasp!) not perfect and completely un-hittable as those swordsman make us out to be (one would think if you say something makes you un-hittable, that you would therefor attempt to be that un-hittable, super dodger instead of letting your "oh we need our resistance and defense" swords lag you around)
Make mercurial demo suit piercing defense instead of elemental.
but... it's already piercing
Also, what's the reasoning behind these changes (except for 2 and 3, obviously)?