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Status Armors (Another look, with the same suggestion for tweaking the Triglav)

8 replies [Last post]
Thu, 03/21/2013 - 06:43
Doctorspacebar's picture
Doctorspacebar

In a previous thread, I came up with some armor sets built around powering up status effects. However, I think I messed them up a little, and also made the bonuses a bit too confusing. This thread's purpose is to make these armors better.

A word to those who read that thread: when I said "+25% chance" to cause a status, I meant a +25% chance relative to the existing chance to cause that status. That was a bad way of putting it, and it probably confused you all. Sorry.

Anyway, here they are again:

GENERAL WINTER'S COAT/CAP (2* Frost Coat/Frost Cap -> 3* Snowstorm Coat/Snowstorm Cap -> 4* Freezing Gale Coat/Freezing Gale Cap -> 5* General Winter's Coat/General Winter's Cap)

As said in the last thread, this armor set was named after the nickname of the Russian winter. It was well known for its effect on both Napoleon's and Hitler's invasion of Russia. Now wearing this set will let you harness that winter against those freaking annoying Fiends! The armor itself looks like a large woolly winter coat with a frosty aura; the cap is a simple winter cap, with the 5* version looking more like an army general's cap.

Each piece of Frost, Snowstorm, and Freezing Gale armor has Normal and Elemental defense, and some Freeze Resistance in exchange for a Poison weakness. But it also has "Freeze Effect Increase: Low" per piece. General Winter has FrEI Medium per piece, for a total of Very High. This gives the wearer:
-Half a bar of freeze-defense piercing per point (applies to every Freeze weapon and Vial, affects both Knights and Monsters)
-Weapons that cause freeze get an extra .25x chance to Freeze per point (THESE ARE ADDITIVE WITH THE NORMAL MULTIPLIER, meaning it gives your Triglav, Shivermist, Cryo Driver and Glacius Charge 1.25x the chance to cause their freeze. It does not give any other weapon any chance to freeze. Similar bonuses work the same way. They are also additive with each other for a max possible multiplier of 2!)
-10% of Thawing damage is caused when your Freeze effects are broken (but not when they're renewed, and has a cooldown of a second or two)
-"Permafrost" effect slows ASI while frozen and for a few seconds after freezing.
This time around, I'm letting statuses hit enemies that are immune to the status. Ice Cubes are a special case; they won't be slowed down at all by Freeze. However, any other Ice-themed enemy can be Frozen if you're wearing this stuff, which should make it more interesting. And let's not forget the fact that Freeze, in full General Winter, is twice as likely to proc! Be warned; it's dangerous in poison stratums, because the nasty germs and stuff stick around in the coat for longer. Unfortunately you can't wash coats in the middle of a battle.

This is where I'm obligated to repeat my idea for changing the Triglav line. Instead of causing Freeze right as it hits, perhaps it should instead surround the afflicted enemy with an ice mist that causes Freeze after half a second; this is so the Knockback can finish. A common complaint about Triglav is that the Freeze cancels the knockback; this will effectively wait to cause the freeze until the enemy is knocked back.

Back to General Winter, here's the Flavor Text again:

2* Frost Coat: This coat is warm on the inside and cold on the outside. It increases the power of Freezing effects.
2* Frost Cap: This cap is guaranteed to keep your head warm while letting you keep a cool head. It increases the power of Freezing effects.
3* Snowstorm Coat: Powered with the elemental essence of ice, this coat is perfect for giving your enemies the cold shoulder. Literally.
3* Snowstorm Cap: A Frost Cap powered up with a Hailstone, it looks good with an ice suit.
4* Freezing Gale Coat: How does this coat stay so toasty warm when it looks like it's surrounded by a blizzard? Most users don't care- they're too busy freezing things solid.
4* Freezing Gale Cap: Maybe this cap is boring. Maybe it just isn't fashionable. Maybe it's a LITTLE tricky to wash. But when it comes right down to it, everything's easier to fight when it's not moving or turning. Function over fashion. HQ's textile designers had this in mind.
5* General Winter's Coat: Armies can lay siege to a castle, but the winter cannot be stopped by swords. Or guns. Or bombs. Or shadow-infused office chairs. Or jelly spikes. Or much of anything on Cradle, really.
5* General Winter's Cap: Projecting an air of military knowledge and authority, while still keeping your ears warm and your enemies' ears really, really cold, General Winter's Cap is for the squad leader that needs to keep a cool head.

ERUPTION MAIL/HELM (2* Lava Mail/Lava Helmet -> 3* Magma Mail/Magma Helmet -> 4* Boiling Mail/Boiling Helmet -> 5* Eruption Mail/Eruption Helm)

Back to wearing lava. (Stevo, while your Oiler armor idea was great, I was thinking something else for Oiler armor.) This will use a model similar to the Jelly Helm and Mail (because it's fluidy, like lava), but red with a more lava-esque texture and a flaming aura. As the gear increases in star level, the lava goes toward a brighter orange and the flaming aura increases in potency.

This armor provides Normal and Piercing defense, Fire resistance (because fire really won't affect someone if they're already handling armor made from lava), and Shock weakness (all those cooling systems have a lot of metal parts), as well as Fire Effect Increase Low per piece on the 2*-4* (medium on the 5*). FiEI (notice how it's differentiated from Freeze with Fi instead of F) gives:
-Half a bar's worth of Fire defense piercing per point
-Extra x.25 multiplier to fire effects' chance to happen
-6% more damage per point
-Burning enemies lose 5% defense per point
Full Eruption will make your Fire attacks twice as likely to proc, you can burn Slags now (but please, for everyone's sake, don't burn Oilers) and your Fire is stronger. Also, it's more of a team status now, because Fire is causing enemies to lose defense! With 20% less defense (in full Eruption), enemies will die a lot quicker. Also combines better than ever with Shock and Poison!

And heeeeeeeeeeeere's the flavor text!

2* Lava Mail: A suit made of lava, with an advanced cooling system to keep the wearer from being burned up. It increases the power of Fire effects.
2* Lava Helm: Hot-headed Knights will find the Lava Helm quite to their tastes. It increases the power of Fire effects.
3* Magma Mail: Hotter lava. Better cooling system. More fire. What's not to like?
3* Magma Helm: For the more discerning pyromaniac, this helm has an added Torchstone to improve the roasting your foes get. Keep eyes and pets away from the outside.
4* Boiling Mail: Spiral Technicians took the request for "hot new armor" a little too literally. But is that really a bad thing?
4* Boiling Helm: An extremely exothermic helmet, it's a wonder that the cooling system still keeps the wearer from burning up.
5* Eruption Mail: How are you gonna stop some big mean mother hubbard from knocking you out and forcing you to waste 10 energy on a revive? The answer is fire. And if that don't work, use more fire.
5* Eruption Helm: The thermal energy this helmet emits makes the temperature near the wearer the same as that of the area above an active volcano's crater. As always, it improves the potency of Fire effects.

ELECTROSTATIC OVERDRIVE SUIT/HELMET (2* Static Suit/Static Helmet -> 3* Charged Static Suit/Charged Static Helmet -> 4* Hazardous Static Suit/Hazardous Static Helmet -> 5* Electrostatic Overdrive Suit/Electrostatic Overdrive Helmet)

Here you go, Lightning-Maker, if you're still around. Just like the previous Electrostatic Overdrive set I suggested, this is a chrome power suit with a matching green-visored helmet through which your character's green-tinted eyes peer out (think Samus, but with chrome colored armor and MORE LIGHTNINGS), the Electrostatic Overdrive set looks even more techno-y (is that even a word?) with the sparks jumping off and around it. These increase in frequency (and the armor gets shinier) as it gains upgrades. Of course, this makes the suit pretty hot, and Fire will hurt more.

The Static, Charged Static, and Hazardous Static sets offer Normal and Elemental defense, Shock resistance, Fire weakness, and Shock Effect Increase Low per piece; Electrostatic Overdrive provides ShEI med. Each level of Shock Effect Increase gives:
-Half a bar's worth of Shock defense piercing per point
-Extra x.25 multiplier to Shock Effects happening
-Shock damage to other targets has an increased range of .25 spaces
-Any increase causes the Shock damage to change so it's Normal, with the damage being enough to hit Undead and Constructs for the usual amount
-Damage from Shock ticks has a 12.5% chance to interrupt adjacent enemies per point, maxing at 50% (It still has a 100% chance to shock the victim)

Flavor text!

2* Static Suit: A power-suit that routes all forms of electricity into the user's weapons. This increases the power of Shock effects.
2* Static Helmet: A helmet made out of a powerful superconductor. This increases the power of Shock effects.
3* Charged Static Suit: The Charged Static Suit generates a lot of heat and has a few fairly flammable parts. The common consensus about this fact? "Meh, no big deal."
3* Charged Static Helmet: By storing excess electricity in a small battery pack, the Charged Static Helm greatly improves the wearer's capacity to zap things.
4* Hazardous Static Suit: Not being able to give your squad a high five is a small price to pay for them remaining alive because an entire mob of enemies fried in your Plasma Capacitor.
4* Hazardous Static Helmet: This helmet's built-in amperage-amplification device is postively electrifying. The enemy will probably be very negative about it; this is normal.
5* Electrostatic Overdrive Suit: Originally built for power plant workers, this suit is perfectly adapted to routing electricity into monsters instead of toasters.
5* Electrostatic Overdrive Helmet: Lightning doesn't strike twice. That's really the only difference between knights and lightning.

NIGHT ASSASSIN GARB/MASK (2* Noxious Garb/Noxious Mask -> 3* Poisoner Garb/Poisoner Mask -> 4* Nightshade Garb/Nightshade Mask -> 5* Night Assassin Garb/Night Assassin Mask)

The Night Assassin line is a dark greenish-black ninja suit (gets closer to black and gets poisonous vapors coming off it as it upgrades) with your eyes poking out through slits, obviously meant to go with the Vile Striker line. It makes you resistant to poison because, in the suit, the Knight takes on the aspects of a Ninja (including their knowledge of poisons), and since the garb doesn't give any Piercing defense, it's safe to say it's thin, which is not good for cold weather. Also, you have a tendency to startle people. It's probably from training with Batman.

Noxious, Poisoner, and Nightshade suits give Normal and Shadow defense, Poison Resistance, Freeze Weakness, and Poison Effect Increase: Low per piece. Night Assassin, take a wild guess. No, wrong, it doesn't make you invisible and give you backstab bonuses. It's the same as Noxious, Poisoner, and Nightshade, only with PEI Medium per piece. Poison Effect Increase gives:
-Half a bar's worth of Poison defense piercing per point
-Extra +.25x multiplier per point
-5% lower attack to Poisoned enemies (per point, so it maxes at an extra -20%)
-3% lower defense to Poisoned enemies (per point, so it maxes at an extra -12%)
-3% lower movement speed to Poisoned enemies (per point, so it maxes at -12%)
-Poisoned enemies require less damage to be interrupted
-Take 5% more damage from healing (monsters only)
-Take very slight damage over time, 10% of an equal Fire effect per point

You may notice this was copied/pasted from the previous thread. That's okay. It still works. And I'm a bit tired.

Flavor text!

2* Noxious Garb: Assassin's garb filled with multiple bottles of deadly toxins. This increases the power of Poison effects.
2* Noxious Mask: An assassin's mask that conceals the face and powers up poisons. This increases the power of Poison effects.
3* Poisoner Garb: The Poisoner Garb isn't much help in the cold weather, but makes up for it by holding a nasty variety of hidden poisons that automatically augment toxic weaponry.
3* Poisoner Mask: The Poisoner Mask seems to carry the legacy of ancient ninja; wearing it makes you a little more resistant to your enemy's poison, and a little more capable of hitting said enemy with some of your own.
4* Nightshade Garb: We could say the substances held within the Nightshade Garb were completely non-toxic, but we'd be lying. And that would be wrong.
4* Nightshade Mask: It's full of poisons, is almost completely face-concealing, and only has one built-in air freshener. How the Nightshade Mask got approved by Spiral HQ is still a mystery.
5* Night Assassin Garb: The most annihilative assassin's armor you'll find anywhere, how the Night Assassin Garb can still keep its wearer from being poisoned while carrying so much poison itself is unknown.
5* Night Assassin Mask:
Toxic ninja's mask
Powers up Poison effects
But beware the cold

UNSTOPPABLE FORCE ARMOR/HELM (2* Blunt Force Armor/Blunt Force Helm -> 3* Magnum Force Armor/Magnum Force Helm -> 4* Sheer Force Armor/Sheer Force Helm -> 5* Unstoppable Force Armor/Unstoppable Force Helm) (Now with some fine artwork by Alphastevo!)

How do you improve Stun when it comes from so many different weapons? ADD MORE POWER! The Unstoppable Force set is a suit of glowing powered plate armor and a matching powered plate helm. The power, theoretically, increases the force you hit stuff with and keeps you from being weighed down by the plate, at the expense of making it easily cursed somehow. Oh, and it is not a branch of Spiral Plate.

The Blunt Force, Magnum Force, and Sheer Force lines have Normal and Piercing defense, Stun resistance, Curse weakness (to keep it linear, though a Curse-boosting armor probably shouldn't happen because, well, we're talking about CURSE here), and, of course, Stun Effect Increase: Low per piece. Unstoppable Force has SEI Med per piece. Did you expect anything else? Each point of Stun Effect Increase gives:
-Half a bar's worth of Stun defense piercing
-x.25 proc rate for Stun
-Enemies are interrupted when Stun is applied
-Extra 5% movement decrease per point
-Extra 5% attack speed decrease per point
-For Knights and enemies with "charge attacks", Charge Time decrease equal to the current attack speed decrease
-ALL Projectiles shot by Stunned enemies move 10% slower while having the same duration (again, per point- that Polaris ain't so annoying when it moves like molasses in january, now is it?)
-Bomb fuses from bombs laid by stunned enemies go off 10% slower per point

Yes, there are enemies with Stun defense. Wearing this armor, you can now stun Oilers and Darkfire Vanaduke.

And the flavor text:

2* Blunt Force Armor: A suit of powered armor that applies extra force to your attacks. This increases the power of Stun effects.
2* Blunt Force Helmet: A helmet that converts latent energies in the Clockworks into sheer kinetic energy. This increases the power of Stun effects.
3* Magnum Force Armor: Every knight is different. No two knights are the same. But pretty much every knight finds it easier to fight enemies when they don't move as fast.
3* Magnum Force Helmet: Sure, the energy flow through this helmet conducts cursed energy. But when a sudden impact from your Magnus makes Phantoms too stupefied to hit you, does it really matter?
4* Sheer Force Armor: Increasing kinetic energy doesn't just help magnums and giant swords. Did you know it also amplifies the effects of bright flashes, noxious gas, and explosions? And knowing is half the battle (the other half being applying as much force as possible).
4* Sheer Force Helmet: For those of us who like smashing things so much we shell out 400 energy just to smash more effectively.
5* Unstoppable Force Armor: Daze things with more force than ever before! Have more HP while you're stunning things more efficiently! Cause a paradox when you find an immovable object! It's mind-rattling!
5* Unstoppable Force Helmet: The safety settings were keeping the Unstoppable Force Helmet from converting as much energy as they could. So we got rid of them!

So, is it an improvement over the previous thread?

Thu, 03/21/2013 - 07:41
#1
Zeddy's picture
Zeddy

Why is the slowdown rate on poison higher than the slowdown rate for stun? Additionally, I'd put poison/freeze as opposing forces, as well as fire/shock. It's a more fair trade. Also:

"Enemies are interrupted when Stun is applied", makes me think it'd be a good idea to only use one piece of this armour as that's the biggest boon right there. This should have a chance of happening increasing with each level of SEI. Additionally, how would this work if you keep something constantly stunned with stagger storm?

These armours seem otherwise neato and I'd get all of them, mostly to kill Vanaduke with nothing but Ash of Agni.

Fri, 03/22/2013 - 06:26
#2
Aureate's picture
Aureate

When you say 'charge time decrease', you do mean 'charge time reduction', right?
(You also said x.25 multiplier. Did you mean x1.25? Because otherwise it would be a nerf. >.>;)
Switching around the MSD for poison and stun would make somewhat more sense.

Otherwise, these sets are awesome and I totally want that Night Assassin set. Poison all the things!

Fri, 03/22/2013 - 07:00
#3
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

@Zeddy:

Good point on the poison slowdown; I'll nerf the Poison slowdown a little.

As it is now, fire and freeze being opposing forces makes more sense; while it's true that a power suit might generate a lot of heat, it just doesn't work with the Eruption Armor; lava is actually an insulator and it wouldn't make any sense for shock to be amplified against it. As for General Winter's Coat and Cap, I can't see how you're any less healthy wearing a nice toasty warm (on the inside) coat. And I can't see how thick ninja garb would make you more vulnerable to the cold. Not that being weak to electricity comes with ninja garb, either, but it's justifiable.

Another good point with the Stun Interrupt. I'll have to change that.

@Aureate:

Yes, I mean reduction. And when I say "an extra x.25 multiplier", I mean added on to the normal chance to inflict status, so yes, I mean x1.25 (per point).

Thanks to both of you for the feedback!

Fri, 03/22/2013 - 07:04
#4
Hexzyle's picture
Hexzyle
@Doctorspacebar

Please, stop with the logic.
Balance is far more valuable than logic.

Almirian Crusader and Heavenly Iron are two perfect examples of logic being valued more than balance.

Fri, 03/22/2013 - 07:35
#5
Zeddy's picture
Zeddy
@Doctorspacebar

For the ninja suits, the poisons carried throughout the suit could have a high freezing temperature. The winter coat would be made of fur, which is very good at holding onto bacterias and stuff.

The eruption armour contains a lot a of circuitry that operates the internal cooling and external heating. EXACTLY because of magma not conducting electricity, there was no way to ground this setup and any external shock sources would be amplified by the internal equipment. I'm an educated electrician, so you can pretend I didn't just make that stuff up.

Fri, 03/22/2013 - 09:04
#6
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

@Zeddy: Hmm. Good point. I'll edit the stuff.

Fri, 03/22/2013 - 10:55
#7
Alpha-Stevo's picture
Alpha-Stevo
Readin' through the

Readin' through the Unstoppable Force description again, I realized that I didn't make it glowy enough!

SO here's a redux: http://oi45.tinypic.com/i3uesm.jpg

Fri, 03/22/2013 - 21:50
#8
Hexzyle's picture
Hexzyle
Hey Stevo!

Good to see you're still alive and spritin'!

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