Post by gorto on Mar 6, 2019 5:21:31 GMT
I read through and think I understand the new armor system and I think its a great solution. I do however see an issue which you may already be addressing or are already aware of and have decided you like the concept regardless of as is regardless of these points.
In a system where armor type creates 100% of the mitigation and armor value creates 100% the evasion values that leaves some classes in some weird states.
Cloth Spellies: I don't believe this to be a class that was ever meant to be overly evasive it seems designed as more glass cannon class with some nice spell shields but by no means was it meant to be evasive at least not just after armor.
Leather & Studded Leather Classes: Stabbers, Vamps, Demon Fixers, Vollyers etc it seems to be this class was always meant to stand on top of evasiveness outside of perhaps monks certainly more so than cloth casters. Seems to leave them in a weird place after this patch. Obviously some more than others but generally speaking none of which should be "less evasive" than say a necromancer or wizard not before spells at least.
Platewearers: Heavy armored classes are obviously suppose to be tanky but it has always felt like they also at least certain ones relied quite a bit on evasiveness.
I think the new changes are good an definitely in the right direction but maybe need some additional factors maybe like a per lvl +armor per class that will separate ones as evasive, more evase, less evasive just based on class as well as their armor choices. It seems to me that you could use this system you are implementing but make adjustments on a per class basis to rebalance evade across the board as opposed to a you are what you wear kind of concept.
My easy solution: continue with changes as is and add positive / negative modifiers to armor# from stat sheet to adjust where you want each class to be in terms of there evasiveness over all (not a perfect system but it's easy and makes sense to me in my small silly not overly useful little brain)
I imagine some sort of consideration for this has already been made for monks as it cant made sense for a monk and a wizard to have the same level of evade... as well as if evasion is 100% armor based in terms of number and armor type that would mean that any ability or skill or attack thats not based on a level check has the potential to hit for full dmg on a charecter 50x your lvl. Maybe these things are intended and or wanted or even just completely misunderstood by me which are all fine. Any explanation or feedback on these points by staff would be greatly appreciated.