Early-game armor needs more HP

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Re: Early-game armor needs more HP

Postby spavaloo » Wed Feb 20, 2019 7:16 am

I think armor HP is fine where it's at, but given that armor damage is unavoidable I feel that some repair mechanic is necessary.

I wasn't sure if a repair mechanic needed it own thread distinct from this one since it's a big chunk of the discussion here, so I'm just bumping this one.
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Re: Early-game armor needs more HP

Postby Lojka » Wed Feb 20, 2019 7:48 am

torso is at least not broken on one fight

but we completle ignore other items like beaver hands, or leather boots and all other small pices, because they will break in seconds...

Maybe broken armor should stop give you defence, but still give stats and stiches ?
And then you repair it for full leather cost, that would be more useble
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Re: Early-game armor needs more HP

Postby Agame » Wed Feb 20, 2019 7:57 am

Simple math: A character with 20 all attributes and skills fights a lvl 20 begginer mob. Fox, bat, you name it.
The noob is dressed in leather, full set, q 18 (level -10%), from, say, rabbits or previous foxes. The fight should get the noob more leather than he spent or at least as much leather as he spent. Or the noob will learn and not use this inept content, the leather armours.

A noob with 50 on all stats is probably dressed in steel, so it should not influence the leather armour balancing because he will probably not wear any leather armor.

Balancing a game is all about the math.
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Re: Early-game armor needs more HP

Postby Hrenli » Wed Feb 20, 2019 3:05 pm

Agame wrote:A noob with 50 on all stats is probably dressed in steel


What???
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Re: Early-game armor needs more HP

Postby Sevenless » Wed Feb 20, 2019 3:23 pm

I'm on 50 in most stats (70 due to credo boosted STR) as an almost hermit, I haven't started steel and wouldn't be using it for armor. If I do a small steel batch, it would be prioritized into tools and a brick wall. My traditional fare is miner helm (so I don't forget to put it on), bat cape and that's it. I focus on avoiding anything other than minimum chip damage to preserve that, I rarely bother gilding my batcape. The other leather armors aren't worth my time even though I could make them, I'd rather have a permanent gild slot. Only reason batcape is worn is the bat deaggro mechanic, otherwise I doubt I'd bother.

Early game the only "armor" worth using to a hermit right now is a shield. It has a decent amount of hard soak, and you get 75 wear per 2 leather. Compare that to leather boots which clock in at 15 wear for 3 leather. If leather armor had wear along the shield lines we'd see it used a lot more often, but the whole disposable gild slot is still an issue.

Imo this argues for armor being repairable (softcaps towards the quality of the repair mat is lower?) and for a wear rebalance. Wear balancing needs to be thought of in terms of resource inputs, not in terms of soak balancing like it seems to be right now.
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Re: Early-game armor needs more HP

Postby Granger » Wed Feb 20, 2019 4:41 pm

Sevenless wrote:I'm on 50 in most stats (70 due to credo boosted STR) as an almost hermit, I haven't started steel and wouldn't be using it for armor. If I do a small steel batch, it would be prioritized into tools and a brick wall. My traditional fare is miner helm (so I don't forget to put it on), bat cape and that's it. I focus on avoiding anything other than minimum chip damage to preserve that, I rarely bother gilding my batcape. The other leather armors aren't worth my time even though I could make them, I'd rather have a permanent gild slot. Only reason batcape is worn is the bat deaggro mechanic, otherwise I doubt I'd bother.
Similar, but I take the cape off when doing combat to keep it intact.
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Re: Early-game armor needs more HP

Postby Audiosmurf » Wed Feb 20, 2019 5:09 pm

Sevenless wrote:Compare that to leather boots which clock in at 15 wear for 3 leather.



Image

I've thought the whole time that you guys were underestimating the wear that armour has this world, and I'm pretty sure I'm right. The scaling/numbers do not agree with the wiki, as far as I've seen, and you guys should actually play the game. :lol:

Edit: That said, armour repair should still be a priority. Something similar to polish the silver in concept, lose max wear with each repair.
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Re: Early-game armor needs more HP

Postby Orcling » Wed Feb 20, 2019 5:20 pm

I've been wearing my badger vest for a week now and its still at half hp, and i fight alot of things, up to and including Mooses.
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Re: Early-game armor needs more HP

Postby Audiosmurf » Wed Feb 20, 2019 5:24 pm

I should also note that my like Q17 bronze plate has fuckin like 800 wear or something stupid like that.
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Re: Early-game armor needs more HP

Postby Hrenli » Wed Feb 20, 2019 5:29 pm

I think the "problem" becomes a problem when you try to use armor to mitigate the damage in a fight which you are a quite understatted yet. I.e. you can't keep openings on you at reasonable values and damage the target at the same and use your armor to tank it instead. Which is viable approach but I don't think that you should not pay the price for it. In other words - I think the current system is OK. Armor is something which will take damage instead of you. How much still depends on your stats, your strategy and your choice of target.

The balance between different items is another story though.

And after all, armor should be for hunting dragons and other players allegedly.
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