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Armor Shields + possible new UV

10 replies [Last post]
Mon, 03/25/2013 - 17:03
Dmatter's picture
Dmatter

◘Armor Shields
This is an Idea which makes defensive armor more defensive without just flat-out raising defense (which Is still an option). I'll admit now, I am no good at balance, but I find that defensive armors just aren't as good as offensive armors in this game, so they deserve a small buff. It will be only put on armor that is PURELY for defense, meaning no fancy bonuses, meaning: Plate Lines, Skelly lines, Grey lines (BTW, split the damage bonus vs. fiend to both divine pieces. There is no real reason their not like this.), Cobalt lines, Jelly lines, and every 0 and 1* item that's not fencing or cyclops. It works fairly simply, at the start of a level, you are given a few extra pips, which are shown in blue. The amount depends on which armor it is (currently undecided how much for each). They take damage like normal, however if there is ABSOLUTELY no other enemies spawned (or unspawned but in the same room), they will "recharge" 1/2 a pip. You must then enter another room with enemies, and kill them all, to get another 1/2 a pip.
If that doesn't work however, then it could work like this: the extra pips will defend against said defense (normal being like above). But not just like taking damage however, it will absorb a single attack of this type. However, since we can't have people absorbing attacks willy nilly, a few changes need to be made so that it differs from the one above. The amount of possible hits taken will be measured in glow Pips and 1 glow pip blocks one attack. There will be a colored glow around some pips to show how many you have. The glow will be colored yellow for pierce, green for ele, purple for shadow, and grey for norm. The amount of glow pips per piece will depend on the star level, so 0* will be 1/2 a bar for each equip, 1* 2/3 for each 2* 1 for each, 3* 1 1/4, 4* 1 1/2 and 5* 2 (up for debate). You do not start with any glow pips, and they don't fill as fast and they fill on kills by any cause. 25 kills gets you one glow pip, and they carry over from level to level. That is all.

◘Damage Reduction against *Monster Family*
"Wait, hold on, why would we want to do less damage against an enemy?" Because that's not what it means silly.
This is pretty simple. It's a Unique Variant for your armor. When a certain family type hits you, it deals much less damage to you.
"So? We could just get a defense bonus against the type of damage the enemy does."
Okay, it's not so simple. The damage it reduces is 2x the amount that a UV of the same level of defense does. Let's say your fight jellies. you have a piercing defense bonus that reduces your damage taken by, say, 10. If you had slime damage reduction UV, it would reduce damage taken by 20. Understand? *Note because this could easily become OP (see next few posts), these should probably not be implemented without ether nerfing it or replacing shadow, pierce, ele, and norm defense UVs with it (probably not) I'll keep it like this until someone comes up with a fix.*

Mon, 03/25/2013 - 17:50
#1
Skyguarder's picture
Skyguarder

This UV already exists in the game.

Increased (Type) defense
Increased (Type) resistance

To be honest, I like how the system is already. For gear and armor, it's defense against a type. So if you fight enemies in candles keep (Mew kats, undeads), then just hope for shadow defense. Each family may have more than 1 type, but I suggest getting other gear too to protect yourself against other enemies.

Mon, 03/25/2013 - 17:55
#2
Little-Juances's picture
Little-Juances

The right armor with both kinds of UVs would make the game a joke.

Yes, you can argue it'd be hard to craft max shadow max undead sanrbolax coats but still.... it shouldn't exist, not even by a remote chance.

Mon, 03/25/2013 - 18:08
#3
Dmatter's picture
Dmatter
hmm... good points. To be

hmm... good points. To be honest, I only thought over it for 15 minutes, and I also had the other Idea in my head, so I didn't really think of what would be possible with it. It really wasn't my main focus of the post, and I intended for it to be very low priority, probably after buffing enemies. I'll still leave it there though, because it's still an idea + others would be confused if I didn't. Anyway, what's your feelings about the other idea?

Mon, 03/25/2013 - 22:27
#4
Hexzyle's picture
Hexzyle
@Dmatter

The first idea has already been covered in another thread, in more detail. Please discuss it there.

I reckon the second idea is pretty good, as long as it's only applicable to defensive armors. If someone upgrades their Magic Cloak with this UV on it into a Divine Mantle for example, the UV is automatically removed.

However, it shouldn't be 2x the defense simply because 2/6 is 2x 1/6. It should be more like a 1.5x boost...

Reason 1:
If you take a look at weapon UVs, there is an all-round UV, ASI, and a family focused UV, DMG BONUS VS. The ASI UVs increase the weapon's indirect DPS by 4%, and also increases maneuverability. DMG increases the weapon's DPS by 7%. The former is good against all six enemy types, while the latter is only good against one. The point I'm trying to make is, making your equipment specialized against certain monsters doesn't make it ridiculously overpowered, because you are supposed to bring different gear in the first place depending on what you're going to face. It would be a different story if the game was orientated around only one set of armor and one set of weapons.

Reason 2:
For this example, I'm assuming you're being hit by an attack that deals 100 damage because using two percentages may confuse people.
Armor reduces damage by a percentage. As this damage reduction percentage increases, the amount of damage you take reduces at an increasing pace. That means that even minor increases in defense can have a fairly vast effect on how much damage you take.
Example: The Azure Guardian Set reduces incoming normal damage by around 64%. (Going off memory, if it's wrong it doesn't matter, this is only an example)
This means that the damage you take is reduced from 100 to 36.
Now say you get a Normal Max UV on that armor. (on just one piece)
A 5* Low Defense UV on one piece of armor increases your total damage resistance by approximately 2%. (more study is needed for an accurate number BTW, contact me ingame if you want to help out, IGN: Mr-Hex)
So now your Azure resists 72% of normal damage.
This means that the damage you take is now reduced to 28. That is a considerable 23% damage reduction from your previous amount. (from 36)
Max on both pieces (Equivalant to your proposed "Max defense versus family" on a single piece) would boost your damage reduction from 64% to 80%.
So now you only take 20 damage. That is a whopping 45% reduction in damage from that monster. (This is like, up in Ancient Plate territory)

Although tests have not been performed on higher damage resistances, assuming the calculations used to reduce damage by a percentage based on armor defense remain linear no matter how much the total defense is, we could end up with the following caketastrophe...

Having a Max of your family defenses ON EACH PIECE of Azure Guardian would boost its normal damage reduction from 64% to 96%.
Now you're taking 4 damage.
That's an 89% damage reduction from 36.

And I didn't even get into stacking your family resistances with regular damage resistances (Shadow MAX and Undead MAX on a Skelly Suit? Oh my Godmode!)

/endmath.

Although I took this a little to the extreme, imagine all the evil things people could do in that armor with no Gremlin Police to stop them because they have Gremlin Police resistance!
So yeah, definitely not twice the resistance as normal defense UVs.

Tue, 03/26/2013 - 05:48
#5
Dmatter's picture
Dmatter
There was? where? Also, I

There was? where? Also, I understand your aurgument compleatly. i have school now, so please excuse me.

Tue, 03/26/2013 - 05:51
#6
Hexzyle's picture
Hexzyle

http://forums.spiralknights.com/en/node/76777

Just slipped onto the second page a few hours ago.

Tue, 03/26/2013 - 15:03
#7
Dmatter's picture
Dmatter
Huh. I hadn't even seen the

Huh. I hadn't even seen the post, but we each had pretty much the same ideas. Well in that case I guess I should change it a little to make it unique in comparison. That, or just grave this and bump that one a bit. I'll get on it. Edit: Done! now discuss.

Tue, 03/26/2013 - 17:05
#8
Hexzyle's picture
Hexzyle

Oh and a word of advice, you'll have more overall success if you keep each individual idea on it's own thread, so the bad ideas don't make the good ones look like walls of text, and the good ones don't sink when the bad go down.

Tue, 03/26/2013 - 17:18
#9
Dmatter's picture
Dmatter
Good point, I just don't like

Good point, I just don't like flooding the forums. whelp, time to play!

Tue, 03/26/2013 - 17:32
#10
Hexzyle's picture
Hexzyle

Just create a list of things you want to suggest and do them one at a time. That way your full attention will be on one thread at any given time and you won't be clogging up the forums either.

I've got a large list of stuff I'd like to get around to suggesting :3

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