New types of armors and block/dodge mechanics alteration

After knowing all the types of armor that are currently in the game, I find missing some more armor that allow focusing on some defensive roles.

The following types of armor that I detail would provide a greater number of defensive options in the game:

Armor Name: Bloodrager
Armor Defensives stats: Health
Armor possible secondary stats (split by | ): +x Ferocity | +x Agility | +x% resource cost converted to health
Armor style: The least amount of armor equipped in the body. Mostly leather and some metal parts
Description: This armor is designed for those who rely more on their own natural resistance than on the protection that a piece of cloth or metal can offer them. In the battle, those who wear these clothes act with violence and frenzy without comparison, and their enemies flee in fear because of their inexhaustible vitality, having still received lethal wounds.

Armor Name: Battlemage
Armor Defensives stats: Force Shield / All resistances
Armor possible secondary stats (split by | ): +x Wisdom | +x Toughness | -x% Status Ailments duration on you
Armor style: Heavy armor more stylized (great hardness and lightness like Mithril) and bright
Description: Those wizards who prefer to be at the front of the battle line creating chaos with their spells without fear of taking the occasional blow due to their great magical and physical protection.

Armor Name: Ascended
Armor Defensives stats: Health / Force Shield / All resistances (values lower than other pieces of armor but the sum of the three are slightly higher than the rest)
Armor possible secondary stats (split by | ): +x Two stats (lesser) | +x% Chance to double the primordial Essence gain
Armor style: Aspects of Apocalypse thematic
Description: These armors, forged with materials of great rarity, grant affinity to those blessed by the primordials to unleash all their powers more naturally.

This last armor, I consider it to be a rarer armor than the previous ones as far as the drop frequency is concerned, and should appear from certain levels (level 30 or higher for example).

In addition to these new types of armor, I would like to recommend some changes to the current ones.

Heavy

Its name, unlike the rest, is very generic, so it would be preferable to give one with the same theme. The possible names I can suggest are: Warden, Guardian, Protector, Defender.

On the other hand, the defensive bonus "+ x block chance ..." I do not see it as a more "unique" bonus awarded by the armor, besides that I will detail below a new way of obtaining the block chance. Therefore, I suggest changing this bonus for the following:

+x% Critical block Efficiency This new property acts as a critical system of its own for block system, which when activated, its block efficiency is doubled.

Rogue

Its defensive bonus "+x% move speed", although it may be a good incentive for survival mechanics, is a "common" property obtainable by many means. To give a personal touch to this type of armor, I would suggest changing it to the following: "+% probability of not consuming the stamina point".


BLOCK AND DODGE MECHANICS

For these two survival mechanics, I would like to suggest another approach on how they are obtained or work.

Block mechanics

Currently the block chance can be obtained by heavy armor defensive bonus, shields, and passive gate of fates. As in the previous point I have removed that the heavy armor gives that bonus to give another new bonus "+x% Critical block Efficiency". I have thought that this property is obtained based on the equipped weapons, in addition to the shield, as well as the base efficiency is defined by them.

This is a reference list of how this mechanic could act:

  • Dagger -> 7-9% block chance | 8% base block Efficiency
  • Hammer / Axe -> 4-6% block chance | 13% base block Efficiency
  • Sword -> 10-12% block chance | 10% base block Efficiency
  • Greatword -> 12-16% block chance | 18% base block Efficiency
  • Staff -> 10-14% block chance | 15% base block Efficiency
  • Battleaxe / Warhammer -> 8-12% block chance | 20% base block Efficiency
  • Pistols -> 3-5% block chance | 6% base block Efficiency
  • Bows -> 5-10% block chance | 10% base block Efficiency
  • Catalyst -> 0% block chance | 0% base block Efficiency
  • Shield -> 18-24% block chance | 30% base block Efficiency

When dual wielding (including weapon + shield), the left weapon only adds 50% of his bonus. This does not apply if a catalyst is equipped.

Unique weapons can have these values altered, since they are "unique", obviously :)

Only shields can have magical properties that improve block chance and block efficiency. In addition, the "+ x% block chance" property may appear as a magical property in some pieces of armor, such as gauntlets or jewelry.

Dodge mechanics

I have considered that it would also be good to establish an dodge efficiency system like the block mechanic, but with a much higher base value, and his value increases as more evasion is obtained (the better you evade, the less partial damage you receive).

Dodge Efficiency: 50% base for health / 33% base for Force Shield (does not interrupt Force Shield recharge)

Why does the shield shield have a lower efficiency?

I have considered that the force shield, being an energy barrier that protects the user, is more vulnerable to receiving partial impacts, so it starts from a lower base. On the other hand, as the efficiency rises, the efficiency of the force shield rises at a faster rate than that of health, until both are equalized at one point.

Regarding how efficiency would escalate as the dodge is improved, this would be an example:

Dodge chance | Dodge efficiency
001% | 50%/33%
010% | 52%/35%
025% | 55%/40%
050% | 60%/46%
075% | 65%/53%
100% | 70%/60% (soft cap)
125% | 75%/66%
150% | 79%/73%
175% | 82%/80%
200% | 85%/85% (hard cap)
240% | 86%/86%
300% | 87%/87%
400% | 88%/88%
...

Reaching 100% implies having invested an acceptable amount of passive points in the gate of fates and/or equip several pieces with improvements to the dodge. To reach 200% dodge, you have to carry the entire set of armor pieces with improvements to the dodge, and invest a large number of passive points in the gate of fates.


Thanks to those who have read this post, and all feedback is welcome :)

Replies: 0

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

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