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Double the defense/status resist a trinket provides

7 replies [Last post]
Fri, 10/18/2013 - 08:09
Momofuku's picture
Momofuku

Related node: Defensive Equipment Balance

Here is a summary of the role trinkets play in the game so far:

- Penta Heart Pendant is king and generally trumps all other defense/status pendants. The only trinkets to use other than a Penta is an Elite module to buff a weapon.
- Cost of trinkets + trinket slots are too high for new players; trinkets are seen as an after-thought compared to new equipment. It doesn't help that the defensive ones you receive from missions look like they have trivial defensive stats, which doesn't justify the 150 E trinket cost.
- Defense/status pendants give about a Medium UV of resistance, approximately 1/3 pip reduction per attack in T3

Thus the only reason to select a defense trinket over a penta is if the defense trinket will save you more than 6 pips of health, meaning the break even point is 18 attacks. Of that damage type.

I don't think anything can survive 18 hits from a pure damage type, even with a 28 vita and Ancient Plate set.

Doubling the effectiveness of each defense pendant is just the bare minimum of bringing back their viability, and even so their uses would be rather questionable. But it's better than a guaranteed "not worth it."

For status UVs, even though you only need +7 for minor immunity, most things in T3 deal stronger than minor status anyway. It provides situational effectiveness, which is a good thing: being asked to trade +6 HP for +4 status resistance is an interesting question, and can justify enemies imposing stronger status in the future.

Status trinkets wouldn't break lockdown either since situational status immunity won't outweigh +6 HP as a striker. Regular Black Kat Cowl + Mercurial would need +5 Shock for immunity, and a +4 shock trinket with penta is a fair trade vs 2 pentas, given that you'd still need at least a Shock Low UV for immunity as well as taking 1 less Flourish hit to be killed. You would still need to carefully evaluate whether it's worth trading 2 pentas over a status trinket, which in most cases, still won't be.

Cost of trinkets being high is not a problem--it's their value. It isn't emphasized enough that HP is the most important form of defense, and encouraging players to obtain heart trinkets early on (by playing T1 and T2 lockdown maybe?? It would be an interesting way to promote more lower tier LD games) would greatly increase their survivability and reduce their spark usage while grinding through T2.

Fri, 10/18/2013 - 08:17
#1
Arkate's picture
Arkate
.

Oh yeah, let's just destroy Lockdown and make FSC even easier with just a blitz needle and a shivermist buster than it already is. I'm all for this.

Fri, 10/18/2013 - 08:25
#2
Khamsin's picture
Khamsin
+1

Defense trinkets are currently utterly less. In PvE, it is all about offense, with defense being supplement, and in PvP, HP is everything.

Even if you doubled them, there are still very few circumstances where they'd be useful, but at least they wouldn't be utter garbage.

Fri, 10/18/2013 - 08:29
#3
Zeddy's picture
Zeddy

I'm in agreement with this.

A 5* offensive module provides exactly the offence of a 5* piece of armour.

A 5* status trinket provides half the status resist of a 5* piece of offensive armour and a quarter of the resist of a defensive piece.

A 5* defence trinket provides 1/15 the defence of a piece of offensive armour, or maybe just 1/7th - 1/8th if you only consider the one defence type.

A penta-heart pendant provides more health than most 5* armour.

Trinkets are possibly the least balanced type of equipment in this game, which says quite a lot.

Fri, 10/18/2013 - 10:15
#4
Exerpa's picture
Exerpa
At least bump them up to

At least bump them up to High.
Look at sprite perks. Fully unlocked, the weapon class buffs (and msi) are all med. The defense, status and family types are all hi.

While the defense type perks are a bit ho-hum due to how much or little defense buffs are (shadow max jelly doesn't equal skelly), the status and family ones can be extremely handy. If you are in a situation where having 1 more point of status resist really does something dramatic, such as minor immunity in danger missions, then the perk can do something the trinket can't. If the trinket was equal to a hi, then 2 of them would at least allow anyone to swap out offense/health and legitimately consider their loadout "tier 3 status-ready" (is +6 good enuf for ash tail, snarbolax?). Whether or not re-purposing a loadout like this is good or bad for the game, I don't know, would this become the 'poor mans UV'?

I normally wouldn't consider family damage stuff worthwhile as it seems like a lot of labor and expense for something that has no impact on general weapon 'feel'. But on occasion the perks can replace weapon damage trinkets/perks in single family maps. Think Candlestick Keep or Devilish Drudgery, it makes sense to swap a damage trinket for a undead/fiend perk and use the trinket slot for something else. Even more so if I remember to swap out my shadow gun for a sword or bomb this time...

When I heard about the perks before they were introduced, I assumed they would all be med and therefore thought I would never use any but the general weapon buff types. But something as simple as a 1.5x increase has encouraged me to use the status perks a lot, and the family perks from time to time. It surprised me, considering I never used the status trinkets before unless absolutely necessary.
Perhaps all the Monster damage helms and armors should be buffed from med to hi, I don't know if people would use them (I don't think I would), but its worth thinking about.

Fri, 10/18/2013 - 11:47
#5
Whimsicality's picture
Whimsicality

Defensive sets are only marginally so. Anything to make being tanky viable is okay in my book.

Fri, 10/18/2013 - 14:08
#6
Toeni-Sevan's picture
Toeni-Sevan
Yeah maybe not double, but High is good!

High is what a pet perk will do at it's highest version. Penta is just like the Healthy boost. Trinkets should be resistance High.

Fri, 10/18/2013 - 23:18
#7
Deleted-Knight's picture
Deleted-Knight
+1

Defense, in general, is virtually nonexistent in this game. At the moment, the extra health provided by the trinkets is blatantly better than the extra defense provided by armor trinkets.
I personally think it would be better if defense trinkets scaled the defensive power rather than just increase it by a flat amount.

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