User:ROBERTDH: Difference between revisions
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==Pie in the sky armor skillset design== |
==Pie in the sky armor skillset design== |
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Shield > Shield |
Shield > Shield |
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Defending > Defending |
Defending > Defending |
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Light armor > |
Light armor > Armed Maneuvers |
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General skill in moving around in armor |
General skill in moving around in armor. |
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* Stealth hindrance |
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* Evasion hindrance |
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Chain > |
Chain > Articulation |
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The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins |
The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins. |
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* Parry hindrance (?) |
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*Weapon roundtime interactions (?) |
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brig > |
brig > Deflection |
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The even more refined arte of running around in armor without running onto somebody's sword |
The even more refined arte of running around in armor without running onto somebody's sword. |
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*Governs head and body hits, hindrance from brig pieces, maybe some new tie in to stun/debilitation recovery, brig teaches best. |
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*Scales protection values |
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*Shield hindrance (?) |
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Plate > Absorption |
Plate > Absorption |
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The ultimately refined arte of just taking it |
The ultimately refined arte of just taking it. |
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* Scales absorption values |
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* Crit resistance |
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Sorcery for armor! Mixing penalty governs the mixing penalty. |
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*Mixing penalty expessed as the fit of your armor. |
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*A full set of the same armor type has native 100% fitting |
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*Fitting skill can buff beyond 100% fitting with an active skill (you adjust your armor until it gets knocked out of place) |
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> Peicemeal [ye newe skille] Fitting? Adjust armor active buff...) |
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PRO: retain some skill-base variety in armors.<br /> |
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CON: WHY? |
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Active buff to adjust your armor and lower the mixing penalty for a few hits. Matched suits require no fitting because the pieces are made to fit. |
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SVS defense skill (Because honestly. Not going to happen, of course, because you'd have to hunt things that trained it) But maybe if it also did a few other things. I can't think of any. Maybe you can? |
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Revision as of 16:18, 16 February 2016
TO DO:
Commands
Yell command needs more work.
Yawn <target> 3rd person messaging?
do yelp still
http://www.play.net/dr/info/commands.asp
Pie in the sky armor skillset design
Shield > Shield
Defending > Defending
Light armor > Armed Maneuvers General skill in moving around in armor.
- Stealth hindrance
- Evasion hindrance
Chain > Articulation The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins.
- Parry hindrance (?)
- Weapon roundtime interactions (?)
brig > Deflection The even more refined arte of running around in armor without running onto somebody's sword.
- Governs head and body hits, hindrance from brig pieces, maybe some new tie in to stun/debilitation recovery, brig teaches best.
- Scales protection values
- Shield hindrance (?)
Plate > Absorption The ultimately refined arte of just taking it.
- Scales absorption values
- Crit resistance
> Fitting [ye newe skille] Sorcery for armor! Mixing penalty governs the mixing penalty.
- Mixing penalty expessed as the fit of your armor.
- A full set of the same armor type has native 100% fitting
- Fitting skill can buff beyond 100% fitting with an active skill (you adjust your armor until it gets knocked out of place)
- If you don't want to mix armor now it's just one skill instead of your whole skillset.
Armors have particular affinity for certain skills?
PRO: retain some skill-base variety in armors.
CON: WHY?
Light = +Armed Maneuvers -Deflection (Leather doesn't turn aside attacks well)
Chain = +Aticulation -Absorption (Chain doesn't really soften impacts)
Brig = +Deflection -Articulation (brig is tight in the joints compared to well-hinged plate?)
Plate = +Absorption -Armed Maneuvers (Plate is just hard to move)