Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Armor Type affecting Magic

We already know that every class can equip every type of gear there is.
Weapons is a free for all, but from what we've heard some skills will require certain types of weapons. 
What about armor? So since we have yet to know of any pro/con when it comes to armor types here's my idea on how it could affect magic casters.

For simplicity's sake I will use the common Cloth, Leather, Metal types as example.
What if the types of armor (or better yet, but more complex, materials they are made of) affect spellcasting in a way that lowers the efficiency of spells?
Say with cloth armor you have a 100% efficiency, wearing leather would drop it to 80% while armor might drop it down to 50%. 
(Percentages just used as example, no in depth meaning behind it, is not the point of this)
This could also be explained. Say different types of materials hinders the flow of mana in certain degrees by nature. Cloth gives almost no disruption to the flow, while leather and metal gives are more disturing to the mana flow. 

This could also give rise to unique, rare materials that are better conduits for mana, making casting less disruptive. Say for example, regular metal armors disrupt 50% while Mithirl armors only disrupt 25%.

Any other thoughts to how you think types of gear will affect magic(/magicians)?

Comments

  • Ziltch said:
    We already know that every class can equip every type of gear there is.
    Weapons is a free for all, but from what we've heard some skills will require certain types of weapons. 
    What about armor? So since we have yet to know of any pro/con when it comes to armor types here's my idea on how it could affect magic casters.

    For simplicity's sake I will use the common Cloth, Leather, Metal types as example.
    What if the types of armor (or better yet, but more complex, materials they are made of) affect spellcasting in a way that lowers the efficiency of spells?
    Say with cloth armor you have a 100% efficiency, wearing leather would drop it to 80% while armor might drop it down to 50%. 
    (Percentages just used as example, no in depth meaning behind it, is not the point of this)
    This could also be explained. Say different types of materials hinders the flow of mana in certain degrees by nature. Cloth gives almost no disruption to the flow, while leather and metal gives are more disturing to the mana flow. 

    This could also give rise to unique, rare materials that are better conduits for mana, making casting less disruptive. Say for example, regular metal armors disrupt 50% while Mithirl armors only disrupt 25%.

    Any other thoughts to how you think types of gear will affect magic(/magicians)?
    This is actually a thing in the tabletop D&D. The heavier the armor the higher chance your magic would be less effective. I am okay with this because no one wants to see a glass cannon become a tank cannon (for lack of a better term).
    I also think it should depend on the kind of magic being used because of how Intrepid have the game designed currently even Tanks are using mana, so having the flow of mana be disrupted by the kind of armor doesn't seem like a good explanation. 
    It would be interesting to see the type of gear affect the mage's physics defying abilities. Like, if the mage is wearing heavy armor and uses the bubble ability that allows her to float, it will fall faster or not last as long as if she was wearing medium or light armor. Or her teleport doesn't move her as far because of the extra weight it has to move.
  • I feel like this can be expanded to suit every class by also decreasing effectiveness of weapon damage, especially precision based attacks. If they only go for the magic way, please remember, Clerics use magic too, just because they are sent by their god doesn't mean it ain't magic.
  • First starting question:

    1. Will archetype damage (in damage stance) be balanced around PvE boss encounters? So will cleric, rogue, mage and warrior etc. while in damage stance / build all be able to dish out equal damage to the boss?

    - If yes, then warriors, carrying heavier armor than mages or rogues for example, and this armor giving them better protection, would be in advantage over them due to being able to dish out equal damage, but being better protected.


    You can counter this problem by designing for example plate armor giving better physical defense, cloth better magical defense, and leather balance of both types.

    But then game needs to be designed so mobs and bosses around the world deal both physical damage and magic damage in cca. equal number of cases for situation to be fair.

    If situation will be that 80% mobs are physical, and only 20% magical, then things will end up unfair.


    POINT: You can not only discuss how armor will work without looking at the whole situation and balance around it. And this really affects much more than you might consider.
  • Gothix said:
    First starting question:

    1. Will archetype damage (in damage stance) be balanced around PvE boss encounters? So will cleric, rogue, mage and warrior etc. while in damage stance / build all be able to dish out equal damage to the boss?

    - If yes, then warriors, carrying heavier armor than mages or rogues for example, and this armor giving them better protection, would be in advantage over them due to being able to dish out equal damage, but being better protected.


    You can counter this problem by designing for example plate armor giving better physical defense, cloth better magical defense, and leather balance of both types.

    But then game needs to be designed so mobs and bosses around the world deal both physical damage and magic damage in cca. equal number of cases for situation to be fair.

    If situation will be that 80% mobs are physical, and only 20% magical, then things will end up unfair.


    POINT: You can not only discuss how armor will work without looking at the whole situation and balance around it. And this really affects much more than you might consider.
    I feel like not all of the damage classes will do the same amount of damage to every given mob. I think this because I am thinking that some mobs might have resistance to certain elements. Or a mob might have really good physical armor, but is susceptible to magic. Or visa versa. But all of this is just speculation on my part.
  • Zastro said:
    Gothix said:


    POINT: You can not only discuss how armor will work without looking at the whole situation and balance around it. And this really affects much more than you might consider.
    I feel like not all of the damage classes will do the same amount of damage to every given mob. I think this because I am thinking that some mobs might have resistance to certain elements. Or a mob might have really good physical armor, but is susceptible to magic. Or visa versa. But all of this is just speculation on my part.
    All of this is just speculation and theorycrafting :P 

  • Exactly, and it makes me a happy camper :smile:
  • Maybe I am missing something, but how is this idea any different from any other mmo?
    By design armor is usually designed to be good for a specific purpose. The stats are good for the healer, tank or DD and not all at the same time. So having the armor type determine how good your magic is, is just a substitution, that now keeps healers from wearing plate for example. 
    Have items (item stat rolls) be good for one purpose and if you want to mix it up just mix up a healer and DD items to become a more hybrid character. This system is old, everyone understands it (it's easier to understand as well) , and it fulfills  the same as giving plate just 25% of the magic.
  • ArchivedUserArchivedUser Guest
    edited October 2017
    Trinnox said:
    Maybe I am missing something, but how is this idea any different from any other mmo?
    By design armor is usually designed to be good for a specific purpose. The stats are good for the healer, tank or DD and not all at the same time. So having the armor type determine how good your magic is, is just a substitution, that now keeps healers from wearing plate for example. 
    Have items (item stat rolls) be good for one purpose and if you want to mix it up just mix up a healer and DD items to become a more hybrid character. This system is old, everyone understands it (it's easier to understand as well) , and it fulfills  the same as giving plate just 25% of the magic.
    In this game, any class can wear any type of gear, so instead of the different types of armor having set types of bonus stats, ie the typical Cloth is for Mages etc with +Int, you can find heavy armor with +Int or Leather Armor.
    If they are going to allow any gear for any class, that means that you will be able to find say Heavy Armor with Int bonus etc, else there would be little point to it. Even more so since they have stated that crafters will be able to customize gear, which most likely means the stats. So my thought is, why not give those kinds of armor some Con's as well, in addition to the Pro's given by class when wearing some types.

    Sure the old system is simple to understand, but it's neither interesting nor really fits with the other system's they have mentioned imo. Though, that could just be me misunderstanding some things :P 
  • I would like to say that for me, all strokes for all folks, simply means that character appearance is all that is left :(  I realize that balance is always a nightmare for the developers, but there are those who like to choose a character style for what they can do.
Sign In or Register to comment.