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==Pie in the sky armor skillset design== |
==Pie in the sky armor skillset design== |
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Armor skills have two active abilities?, (an offensive analyze?) and a defensive adjusting. |
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Adjusting your armor potentially does a small amount of damage to the armor, but prepare powerful procs. |
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Shield > Shield |
Shield > Shield |
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* Stealth hindrance |
* Stealth hindrance |
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* Evasion hindrance |
* Evasion hindrance |
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Adjust: readjust the weight of your armor, preparing a proc that reduces opponent balance (armed manuvering vs evasion/armed manuvering?) |
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Chain > Articulation |
Chain > Articulation |
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* Parry hindrance (?) |
* Parry hindrance (?) |
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*Weapon roundtime interactions (?) |
*Weapon roundtime interactions (?) |
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Analyze: |
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Adjust: ready a proc that ripostes (articulation vs shield/deflection?) |
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brig > Deflection |
brig > Deflection |
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*Scales protection values |
*Scales protection values |
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*Shield hindrance (?) |
*Shield hindrance (?) |
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Analyze: |
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Adjust: ready a proc that knocks aside your opponet's weapon, imposing roundtime. (Deflection vs Parry/articulation?) |
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Plate > Absorption |
Plate > Absorption |
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* Scales absorption values |
* Scales absorption values |
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* Crit resistance |
* Crit resistance |
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Adjust: brace against attack, readies a proc that might replies torso hits with a knockdown. (absorption vs evasion/armed manuvering?) |
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> Fitting [ye newe skille] |
> Fitting [ye newe skille] |
Revision as of 13:55, 24 February 2016
Pie in the sky armor skillset design
Armor skills have two active abilities?, (an offensive analyze?) and a defensive adjusting. Adjusting your armor potentially does a small amount of damage to the armor, but prepare powerful procs.
Shield > Shield
Defending > Defending
Light armor > Armed Maneuvers General skill in moving around in armor.
- Stealth hindrance
- Evasion hindrance
Adjust: readjust the weight of your armor, preparing a proc that reduces opponent balance (armed manuvering vs evasion/armed manuvering?)
Chain > Articulation The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins.
- Parry hindrance (?)
- Weapon roundtime interactions (?)
Analyze: Adjust: ready a proc that ripostes (articulation vs shield/deflection?)
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 (?)
Analyze: Adjust: ready a proc that knocks aside your opponet's weapon, imposing roundtime. (Deflection vs Parry/articulation?)
Plate > Absorption The ultimately refined arte of just taking it.
- Scales absorption values
- Crit resistance
Adjust: brace against attack, readies a proc that might replies torso hits with a knockdown. (absorption vs evasion/armed manuvering?)
> 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)