Eq Restrictions - Improvements

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Eq Restrictions - Improvements

Postby jezer » Sun Dec 20, 2009 8:10 am

I was just writing about hive when I realised something simple. With the 8 class system, immortals should have far better options to balance the progress of player power with eq. Here is how it is at the moment. And yes I know all you nit picky people... other classes allow you to wear other items that improve power, I'm making a point here about power and eq restrictions, this isn't about specifics or monks, although they are my example.

NW Monk (3 Total)

Hammered Breastplate Monk Guild Balrog's Temple -0.1 +1 Hit, +1 Hand Damage NMo
Pair of Heavy Gloves None None -0.2 +2 Hand Damage NMo

Ap Monk (4 Total)

Spiked Vambraces of Dho-tou Guard Monk Balrog's Temple -0.0 +1 Str, +1 Hand Damage ApMo
Handwraps of Kun-Tua Slender Monk Valkyre Guilds (Fokner Forest) -0.1 +1 Dex, +2 Hand Damage ApMo

Ad Monk (5 Total)

Banded Leather Arm Wraps Battered Woman Tel Makor -0.1 +2 Hand Damage, Perm Sneak AdMo
Banded Leather Sleeves Ettin Monk Tower's Temple -0.4 +2 Hand Damage AdMo
Elegant Leather Gloves Cleric Autumnal Forest -0.2 +1 Hand Damage ApC AdMo [AND]
Fingerless Leather Gloves Forged Castle Roogna -0.3 +1 Hand Damage, +1 Mv Regen AdMo Forged

EMo Monk (7 Total)

Aura of Pride Trista Bal Harbor -0.0 +2 Hand Damage, +1 Dex EMo
Leather Spiked Bracers Avatar of a Dwarven Deity Irda Sanctuary -0.5 +1 Hand Damage EMo
Sleeves of Black Ice none None -0.5 +1 Reduce Dam, +2 Hand Damage EMo Prime
Rough Leather Wristband Ogre Fletcher Ogre Caverns -0.1 +1 Hand Damage, -1 Int EMo

MMo (11 Total)

Heavy Brass Knuckles Flouncy teacher Elemental School -0.0 +2 Hand Damage MMo Prime
Ebony Sash Well-groomed man Irapuete -0.1 +2 Hand Damage, +1 Kick Dam MMo
Vial of Ashen Powder Brewed Cloud Giants -0.0 +2 Hand Damage, attaches to Diaphanous Gown only MMo Forged Clasp

SMo (12 Total)

Gauntlets of Thunder Forged Castle -0.2 +2 Hand Damage, Thunder damage proc SMo Forged
Gloves of the Yellow Rose Chaqpor-Wafqa Tel Makor -0.2 +3 Hand Damage, +10 Hp SMo Prime

Problems:

EMo only increases because of drachma eq... can't you make that a clasp btw, like who is going to buy it instead of avatar light?
Thunder Gauntlets - a moderate in difficulty forge is no better in hand dam than the NEWBIE gloves!
MMo monks can wear a vial of ashen powder attached to a Diaphanous gown... thats like SMo 4x40 at the earliest! It makes it sound like you buy gowns in BH auctioneer!
Ebony sash is lyme eq SMo 3x40
Ogre fletcher is a large mob and pops eq with a negative stat, when ya can kill the dragoons in castle black at 200k.
Apprentice Restricted Handwraps of Kun-Tua are almost better than guantlets of thunder!

Once you reach SMo, that's it... you've done as much as what is required to wear any monk eq... for the rest of sloth mud... you can do no better!

[color=red:14yxjvnf]What about 2x40, 3x40, 4x40, 5x40, 6x40, 7x40, 8x40 and avatar eq, and can't these items be spaced a little better on appropriate mobs? And if you can better restrict it in 40's, doesn't this give the immortal the ability to create HEAPS more eq and restrict it accordingly, NOT create problems or unbalancing the game, and give players lots of cool options? Can I not now make a +3 Hand Dam Non Prime Glove and safely restrict it to 6x40 without causing problems, or disadvantaging primes? The way I see it now, you can almost make ANY eq and restrict it far better than whats been done previously to balance the path of progress and keep everyone happy.
[/color:14yxjvnf]
Doesn't it strike you as odd, that an Avatar Monk has just as much dam in eq as a 1x40 monk, who has all his eq popped by higher players before hand?

Now I've used monk as an example, but this goes for all classes, there is so much power available now to better restrict powerful eq to higher players, and make the power of a player gradually increase as opposed to opening God's Wrath at Supreme Class level. What was done in 3x40 and Avatar Levels can now be done over 8 classes! And why don't we!
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Postby Marvel » Sun Dec 20, 2009 1:17 pm

A bunch of those items have already been changed from what you see on the eqlist though. Don't forget that +dam works just as well as +handdam. Here's a sample of what I've got:

You recite a scroll of identify which dissolves.
You feel informed:
Object 'breastplate hammered', Item type: ARMOR
Item is: NOBITS
Weight: 3, Value: 100gold, Worn in: TAKE BODY
AC-apply is -0.2
Can affect you as:
Affects: HAND_DAMAGE by 1
Affects: HITROLL by 1
Only those who are at least novice monks may use this item.

Object 'handwraps kun tua', Item type: ARMOR
Item is: HUM
Weight: 3, Value: 8gold, Worn in: TAKE HANDS
AC-apply is -0.1
Can affect you as:
Affects: DEX by 1
Affects: HAND_DAMAGE by 1
Only those who are at least apprentice monks may use this item.

Object 'gloves heavy', Item type: ARMOR
Item is: NOBITS
Weight: 3, Value: 8gold, Worn in: TAKE HANDS
AC-apply is -0.2
Can affect you as:
Affects: HAND_DAMAGE by 1
Affects: HITROLL by 1
Only those who are at least novice monks may use this item.

(In short, most all the handdam eq has already been reduced but the hammered breastplate got .1 more ac, WOOHOO)

Spiked vambraces are the same.
Banded leather arm wraps - no clue if those are the same.
The monk prime item (sleeves of black ice) is the same.
No clue if the banded leather sleeves are the same.
elegant gloves are the same.
I think the fingerless gloves are the same.
Aura of pride isn't even ingame (it was old drachma eq) they removed it on sloth3 due to "overpower". Same went for the shield of black ice - it was reduced.

Current drachma eq:
Shield of Black Ice - 2x40 item: +20hp, +2handdam, no ac
That's all I can see that gives handdam specifically. The rest would have to be straight +dam.

The vial clasp is onto a 3x40 item (gown).

In other words, most of what you've based your list on is outdated info and eq that the imms already removed or reduced. Most of the handdam stuff does stack up (there are restricts - 1x40, 2x40, 3x40, etc... plus don't forget the standard +dam eq, like say - celestial bracelets).

Most of the eq available to monks (handdam and reduce_dam) already has been limited to what's available and handdam is basically to allow monks to actually kill stuff - please don't forget that with the STR changes, grips and everything else are much weaker now - you will need max_str to get anywhere near the old 18/100 str. If I recall correctly, the current max str of 18 would be about the same as 18/20 on the old scale. Which means more damage was already reduced from our characters...

Not trying to put you down or anything - just saying that they already fixed a lot of stuff like this, but I can see them adding more eq later on, especially as the mud grows and more players get more levels. There's already the gems/runes/socketing system, which allows you to improve your equipment (on a limited basis).

And I think the avatar monk will have more damage than a lower level monk, eq-wise, just due to other things, like demonskin boots, and scarab of destruction that you can now eventually forge and wear later on.
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Postby jezer » Sun Dec 20, 2009 3:43 pm

Marvel, you seem to have got caught up on specifics. My point is eq improvements don't really extend greatly past 1x40. Name me hand dam items that you can only wear post 2x40? Name me 5x40, 6x40, 7x40, 8x40 eq you've popped? Name me Avatar Monk hand dam items?

They don't exist, and that is my point! It's a generalized statement, it's not an argument over specific eq details, although that info I did use to formulate a point.

The Track that we are on at the moment says most eq can be worn at 1x40 and then later we can embellish it with gems and clasps. Why not have some totally new eq with higher restricts, it's definitely an option. I may be wrong but I've not heard about a single 5x40, 6x40, 7x40, 8x40 restricted item yet. Could not these items be "super forges" or created by combining lower items? I fear we may be doomed for 10 eq modes at avatar to do everything.
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Postby *juggleblood* » Sun Dec 20, 2009 4:02 pm

[quote="jezer":37dr24m5] I fear we may be doomed for 10 eq modes at avatar to do everything.[/quote:37dr24m5]

It's not the intention they everyone can do everything. I think prime class is more significant now than in the past version.
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Postby jezer » Sun Dec 20, 2009 4:39 pm

[quote="juggleblood":uvc98303][quote="jezer":uvc98303] I fear we may be doomed for 10 eq modes at avatar to do everything.[/quote:uvc98303]

It's not the intention they everyone can do everything. I think prime class is more significant now than in the past version.[/quote:uvc98303]

Apprentice on S3 had UD Control, Heal, Raise and Spell dam modes... and was a druid, my choice at the end I guess... I could have said stuff being treated like a cleric in groups... but you play long enough, you extend in all areas. It might not be the intention, but no doubt I'll head into these murky waters :twisted:
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Postby *Splork* » Sun Dec 20, 2009 4:59 pm

I added eq flags such as 5x40,6x40 etc between restarts, however we have not added very many items and this is naturally going to take time.

All of the higher level forges are 3x40 and above. So there is progression, its just not where we all probably want it.

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Postby jezer » Sun Dec 20, 2009 5:07 pm

Cool, understandable Splork.

Can you restrict items between levels in the new system... say could you restrict an item between M and Less than 2x40?

If there was more eq, and some of it expired, it might benefit newbies in had me downs.
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Postby *juggleblood* » Mon Dec 21, 2009 3:40 pm

no, eq level restrict is below a certain level or above, not between.

Ideally, the eq progression would be such that lower level eq just becomes obsolete as better becomes available, rather than having an arbitrary upper level restriction.

We're receptive to ideas on forges, etc... If you think of something good, suggest it.
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