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PvP: damage vs monster classes should transfer into damage vs monster based armors???? yes no maybe so?

9 replies [Last post]
Wed, 03/21/2012 - 17:56
Rommil's picture
Rommil

So...every armor on the game (save token armors) are derived primarily from one monster's mats or another. Sooo, each armor should carry that monster type over for damage weakness/bonus into PvP. What thinks you?

Skolver/vog/snarb = dmg bonus vs beast weakness
jelly armors = slime dmg weakness
seerus+ random = gremlin weaknesses
and so forth.

this would make a little more diversity into lockdown weapons + armors. Make more UVs worthwhile, etc....

i don't play a lot of PvP (or any at the moment) so enlighten me, is this a great idea (seems like it) or a terrible one? If its good, i'll post into suggestions thread as a real life official suggestion. For now lets discuss?

Wed, 03/21/2012 - 18:55
#1
Trying's picture
Trying
belongs in suggestions

Probably too difficult to code and it would require a whole new algorithm for calculating damage.
Like how would a pierce with bonus vs beast work against skolver vs vog?
Also what if they wear half skolver half something else?

Wed, 03/21/2012 - 20:20
#2
The-Rawrcake's picture
The-Rawrcake
maybe so

maybe so

Wed, 03/21/2012 - 20:32
#3
Culture's picture
Culture
Hmm

Could work.

A simpler suggestion I posted a long time ago was to simply turn weapon UVs such as Damage vs Beast Medium into Damage Medium in PvP. This would make things besides ASI at least partially useful in PvP. (Not to mention that Shadowtech Alchemer Very High Undead might be worth something... damn you Alchemy Machine!)

I guess multiple Damage UVs on an item would just stack, maxing out at Maximum, of course.

Thu, 03/22/2012 - 03:39
#4
Zephyrgon's picture
Zephyrgon
Should be good

But then Chroma armors become OP as hell.

Thu, 03/22/2012 - 05:57
#5
Exerpa's picture
Exerpa
Before this gets pushed into

Before this gets pushed into the suggestions forum:

How about dividing each monster damage bonus by 6 - or in other words we all become 1/6 of each monster type.
If you were to combine a slime VH from armor/helm with a slime VH on a weapon, this would give you 1 1/3 of a low. Not overpowered at all. Underwhelming even.

Anyway, monster damage uv's are underpowered compaired to damage buffs from gear and trinkets.
Damage bonus to one monster type only on the uv'ed weapon vs. damage bonus to all monsters on all weapons of that type -or- bonus against that monster type on all weapons.. what would you rather have? Probably not the first option.
Also compare this to ASI and CTR UV's which are unrelated to monster math, but will be applied to all monsters anyway.

Perhaps damage uv's should have been a simple "damage bonus low/med/high/vh" instead.. would have made triple uv's awsome, but also not possible for bombs

Maybe for Spiral Knights 2?

Thu, 03/22/2012 - 07:30
#6
Strudul's picture
Strudul
.

I would prefer it if Lockdown had an option to play with only pre-set equipment.

Normal lockdown could be kept, but a separate mode for people that prefer to play without money being a factor that decides the outcome.

You could still have customisable sets where you can choose armour type, weapon type e.t.c, but no UVs e.t.c.

It just seems wrong that because one person is rich and can afford PvP sets that they should be given an unfair advantage.

Thu, 03/22/2012 - 09:12
#7
Hadn's picture
Hadn
Suggestion for Strudul ;)

Suggestion for Strudul

;)

Thu, 03/22/2012 - 09:30
#8
Strudul's picture
Strudul
@Hadn

Fortunately I don't have money problems :P

Suggestion for everyone with money problems

Fri, 03/23/2012 - 09:35
#9
Selenium's picture
Selenium
Dragon Scale Armor

High Piercing/Elemental resist (Guarding against toothpicks and Polarises)
Very High damage boost Vs Beast

Instant LD balance(ish); Dragon beats Toothpick beats Gran Faust beats Dragon.

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