User:ROBERTDH: Difference between revisions

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==Pie in the sky armor skillset design==
==Pie in the sky armor skillset design==

Armors have particular affinity for certain skills.

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)


Shield > Shield
Shield > Shield
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Defending > Defending
Defending > Defending


Light armor > Maneuvering (Armed Maneuvers)
Light armor > Armed Maneuvers
General skill in moving around in armor. Governs stealth hindrance, hindrance from light armor, maybe some new roundtime interaction with spellcasting in armor, light armor train this best.
General skill in moving around in armor.
* Stealth hindrance
* Evasion hindrance


Chain > Limb protection (articulation)
Chain > Articulation
The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins. Governs limb hits, hindrance from chain pieces, maybe a new factor of weapon RT interactions, chain teaches best.
The refined arte of flailing your arms around murderously without exposing your soft pillowy armpit veins.
* Parry hindrance (?)
*Weapon roundtime interactions (?)


brig > Vital protection (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.
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
Plate > Absorption
The ultimately refined arte of just taking it. Governs absorption tanking, crit resistance, plate hindrance, plate teaches best.
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?<br />
> Peicemeal [ye newe skille] Fitting? Adjust armor active buff...)
PRO: retain some skill-base variety in armors.<br />
Sorcery for armor! governs the mixing penalty. If you don't want to mix armor now it's just one skill instead of your whole skillset.
CON: WHY?
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.


Light = +Armed Maneuvers -Deflection (Leather doesn't turn aside attacks well)<br />
> Vigilance [ye newe skille]
Chain = +Aticulation -Absorption (Chain doesn't really soften impacts)<br />
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?
Brig = +Deflection -Articulation (brig is tight in the joints compared to well-hinged plate?)<br />
Plate = +Absorption -Armed Maneuvers (Plate is just hard to move)<br />

Revision as of 17:18, 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)