3 Armor Suggestions

Freerad

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3 Armor suggestions I thought of....

EDIT: Maldora's Robe - 10-20% protection with more magic damage and magic resistance

Platemail of the Fallen - 45-55% protection with a dark aura surrounding the wearer (not sure if this has been suggested)

Helm of the Fallen - 40-50% stun resist and maybe if possible more protection if you have the mail and the helmet. (also not sure if it has been suggested)
 

jon50559

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First off if ANY robes are going to be put into the game, 40-50% protection is way too much. At most, the best robes should max at ~25% protection, because hopefully they'd have mana or elemental buffs. The ... of the Fallen armor you suggested doesn't sound bad to me, kind of an in-betweener for Sir Geric's and Golden armor.
 

TheOysterHippopotami

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First off if ANY robes are going to be put into the game, 40-50% protection is way too much. At most, the best robes should max at ~25% protection, because hopefully they'd have mana or elemental buffs.
I agree with this. In my opinion, Robes should be 'offensive' armor. Minimal to zero defense in exchange for a healthy boost in magic damage.

Platemail of the Fallen - 45-55% protection with a dark aura surrounding the wearer (not sure if this has been suggested)

Helm of the Fallen - 40-50% stun resist and maybe if possible more protection if you have the mail and the helmet. (also not sure if it has been suggested)
I recall reading a post by p barnum once stating that he designed his armor of the fallen to be worn by players. If this is true I would love to see a set of 'fallen' gear. It has been said that it would be too much to add that loot to b_castle though and I agree with that. I suggest someone making a nightmare_b_castle or something and placing them there.

I also like your suggestions for how to balance these equips. I would love to see maybe a or 10% defense bonus if you equip the armor and the helmet at the same time. Actually, this is probably necessary otherwise nobody would have any incentive to wear the helmet whatsoever.
 

PBarnum

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That's true OysterHip, I made the armor with that intention but needed the armor bug fixed (which it is, yay) to make it have the nice "see through the player" effect.

I do not agree with the 10 dmg/sec idea though, or any dmg/sec idea.
 

TheOysterHippopotami

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Oh, I see. I thought he was talking specifically about his armor of the fallen. *is stupid*
 

Freerad

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Eh, like I said, just some ideas. I agree with the robes defense being low btw, but ya just some thoughts. I do like the sound of the set bonus idea still though.

Also I guess your right it doesnt need the barrier thing, but eh sounded good at the time ;)
Would like to see some robes in the game still though
 

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Well, the robe could emit a pulse which pushes monsters away every 4 seconds, a bit like Maldora's barrier ability.
 

Freerad

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Hmm, that also sounds like a good ability for a mage robe. I really think having Maldora's Robe as an item though would be cool though since it's the robe of one of the powerful wizards :D. If anything though more magic dmg or magic resist or both would be cool if they ever made it.
 

Freerad

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In all though do you guys think these are good, OK, or bad suggestions?
 

jon50559

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All of the passive AOE or any damaging effects that you speak of are terrible ideas in my opinion. That has trolling written all over it, and not only that; but what would the person gain from it? Aside from a trainable AOE stat(lol) it'd just be useless damage, not to mention very annoying.

I'll kill it! (armor pushes enemy away) ah damn. *Repeat*
 

Freerad

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IMO if any pushback I would put it to 5-10 seconds per pushback, also i got rid of the 10 dmg/sec idea.

Also jon about the end part of your post with that kill thing, it would be a mage robe, not melee combat armor >.>
 

Freerad

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Well if it was added it wouldnt be every second and also it would sorta make up for the low defense part of the robe, with the low protection i dont think it would be really easy to solo maps though :p


EDIT: And ya unless the wearer is a total dick I think he would keep his distance anyway to not push monsters away from melee users.
 

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I was thinking more along the lines of kite casting with the mage robe for soloing. Running around + the push effect (Depending on it strength) would grant a sort of untouchableness if you timed the push. Then again, mana and the spell you're using come into play, as well as ranged monsters.
 

Freerad

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Oh I get what you mean now, hopefully people wouldnt be doing that lol, though i doubt if this sorta robe was ever released i doubt the makers would add that push thing to it.


I guess outta the robe suggestion all im tryin to say is....we need mage robes :D
 

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I fully support the pushback idea, but it'd have to be small to not be abused. I'd say about 2-3 ingame footsteps max. I hate the fact that we come down to limiting good ideas because people like me abuse them when they're strong.
 

Freerad

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I agree with the pushback idea too and that it should be limited well, cause i hate when people abuse things and perhaps piss other people off aswell with stuff.
 

PBarnum

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My idea of a push back would be if...
1. The player is being hit multiple times in a short amount of time.
Or
2. The player is below a certain amount of health.
 

TheOysterHippopotami

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EDIT: And ya unless the wearer is a total dick I think he would keep his distance anyway to not push monsters away from melee users.
The problem here is that this community is full of total dicks.

P|Barnum said:
My idea of a push back would be if...
1. The player is being hit multiple times in a short amount of time.
Or
2. The player is below a certain amount of health.
This is a good idea, imo. It should also consume mana. Furthermore, the ability should be the special feature of one robe. It shouldn't be present in every robe in the game.

'tis my opinion, at least.
 

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I really doubt that having a robe with pushback would be too strong, as any player attempting to solo a map would probably benefit more from a speed potion, and any map that isn't already soloable with AoE magic is still going to be impossible, since the monsters are likely immune to pushback(lol high hp monsters), or have difficult to/impossible to avoid ranged attacks.(xbow/novice elves, some bosses)

It would be difficult to balance a low armor value with spell resistance, since you have to ensure that players do not get 100%, or near 100% resistance to elemental damage too easily, while also making sure that the player doesn't take more spell damage than they would by just wearing gold armor. (Armor reduces spell damage)

I would personally suggest a lower cooldown/mana cost/charge time for spells, a damage buff, or an enhancement to spells, to give secondary effects.

Examples:
Blizzard gets a low chance to encase monsters
Volcano fireballs do small amounts of damage upon impact in addition to their DoT
Lightning storm gets a small chance to stun
 

TheOysterHippopotami

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It would be difficult to balance a low armor value with spell resistance, since you have to ensure that players do not get 100%, or near 100% resistance to elemental damage too easily, while also making sure that the player doesn't take more spell damage than they would by just wearing gold armor. (Armor reduces spell damage)
My suggestion is to make robes increase magic damage. 0% defense for double magic damage seems like a fair trade to me.
 

Freerad

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I would say at least 5% if any defense though, im all for the pushback idea, especially Barnum's one, but ya more magic dmg would be a nice choice, or what keldorn said.
 

jon50559

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You guys need to keep in mind that the entire point of a mage is to sacrifice armor and defense for very high attack power.
 

Freerad

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I am keeping that in mind, thats why im thinking 5-10% protection now and more magic damage.
 
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