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Proposed Armor Revamp

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Dren Kara
Commodore
Posts: 206
Joined: Fri May 19, 2017 11:54 pm
United States of America

Proposed Armor Revamp

#1

Post by Dren Kara » Sat Dec 16, 2017 4:23 pm

We are proposing a re-balancing of armor on the server and wanted to explain it to everyone and get their opinions on it before we “just do”. The change would be done in two phases.

Phase 1
The first phase deals with armor and resists in a more general view. It is essentially
  • Keeping the current cap of 80% to special resists
  • Changing the max to the base resists to 70%
  • Capping the max slice to 80% on base resists
There are several reasons why we want to make this change:

Game Balance
Making new content easier to balance, since instead of having to balance around 90% armor it can be balanced around the 80% cap. This will then not result in either being way too hard for anyone without 90% armor, or way too easy for those with. In other words, you do not have to shell out millions to be able to survive new content and those that do won’t have it so easy that it bores them

Increased Player Interaction
Armor Smith’s don’t need to slice their armor before putting it on the vendor and makes unsliced armor more common. This means that instead of the Armor and Weaponsmiths monopolizing a Smuggler’s time, you can choose if you want to slice your armor and would then need to seek one out.

Better Slicing Game
Any AS who has made 90% armor knows that ANY encumbrance slice is essentially a broken piece of armor, which can only be sold at a severe (like 5% of the original price). This change makes both encumbrance and effectiveness slices somewhat useful. Encumbrance is still the least desired, similar to a speed slice, but it doesn't make the armor useless.

Armor Layers Make Sense
This change makes it so you have to put kinetic resistance into the armor for it to be most effective versus kinetic resistance, truly making it the special resistance. It's the other way around if you want 90% kinetic right now.

Limited High Resists
With this change you're limited to 4 resistances at 80% (3 if you plug a resistance hole, such as if stun is removed from the base resistance). What this does is helps with variety by giving people options for armors that might have better resists based on how and where they play.

Less Dependency on Looted Components
Looted Components will still play a role in truly high end armor, such as PvP armor, but AS will no longer need 1-2 houses full of components just to make 10-20 90% mini suits (seriously, so many components for so little). And players who want 4 resistances at 80% would want to supply looted components too.

RIS makes sense
With this change, RIS armor becomes objectively better than composite because it has kinetic resistance as a special resistance. Right now it's objectively worse because it can't reach 90% kinetic. Making RIS the better armor makes sense, as it is a quest armor and requires specific looted components to make.
The same arguements re:kinetic applies to Wookiee armor, Wooks will finally have high-end armor.

Slightly More Armor Variance
This change has the possibility of creating armor variance even with the limited amount of high end armors currently available. This is due to the fact that RIS is finally made better than Composite, so people have a reason to wear it. People can also play a Wookiee if they want high-end armor, something they never could before.

Phase 2
Make all new high end armors have varied special resists and vulnerabilities. Composite have electric res and stun vuln, Wookiee has kinetic res and stun vuln. RIS has kinetic res and stun + acid vuln.

The change will mean all high-end armors only have 1 special resist and 1 vulnerability (besides LS). So the current armors keep their specials and vulnerabilities, except for RIS which gets stun in the base effectiveness.

Future armor would get different special resists and vulnerabilities than what we have currently. Which will allow for adaptation depending on the challenges you face.

Example: Say there's a new dungeon out with a lot of cold and stun damage, but no heat damage. You could use the Snowtrooper armor which has special resistance to cold, but vulnerability to heat to be the most effective. Composite wouldn't be a good choice since it has a vulnerability to stun (which you could plug, but that makes it a pretty low resist). In PvP you'd change weapons depending on the armor the opponent is wearing.

The end result of these changes is purely for game balance on high end armors. This doesn't change any armor, it only affects what can be achieved in terms of resists. None of this is set in stone and we are open to suggestions. We do feel that there needs to be a change in the way armor is done today and we don't think making everything just a clone of composite with a different look is the way to go.

Blackhand
Junior Flight Officer
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Joined: Mon Oct 09, 2017 12:31 pm
United States of America

Re: Proposed Armor Revamp

#2

Post by Blackhand » Sat Dec 16, 2017 4:40 pm

I really understand the whole balancing thing but I am strongly against anything that lowers the max base or slicing %.

While encumbrance slices are not ideal, they are certainly not throw away pieces of armor. There are plenty of smugglers out there and it doesn't seem to be an issue to get anything you want sliced.

Even based on current resources an 85%-90% mini after slicing is not difficult to obtain for far less than "millions".

In my opinion RIS was always a waste of time. If there is any rework I would put it towards some of the almost never used armor types like Mabari Armorweave or Tantel.

- Shaggy

nitan
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Location: Denmark
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Re: Proposed Armor Revamp

#3

Post by nitan » Sat Dec 16, 2017 7:27 pm

Composite armor which got a very high resistance, also have the downfall of being very high encumbrance - while buffed you might not notice, but thats due to the knowlegde of Mini suits.

However i would really love to see some low encumbrance armor suits, for new players so they arent forced to be buffed just to clear mobs 1 on 1, ofcourse with a much lower base resistance.

Also having more varity in armors as Blackhand is suggestion would be nice. As it is now everyone is wearing composite because its the most viable armor set.

A change is welcome, but I can't come up with the correct solution to it. But I don't think that reducing the Composite armors base resistance to 80% would do any harm, while 90% of the PvE content are based on Energy or Kinetic damage which is already 80% capped.

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TheTinyPebble
Commodore
Posts: 218
Joined: Wed Oct 04, 2017 3:47 pm
Denmark

Re: Proposed Armor Revamp

#4

Post by TheTinyPebble » Sun Dec 17, 2017 2:54 pm

nitan wrote:
Sat Dec 16, 2017 7:27 pm
A change is welcome, but I can't come up with the correct solution to it. But I don't think that reducing the Composite armors base resistance to 80% would do any harm, while 90% of the PvE content are based on Energy or Kinetic damage which is already 80% capped.
Both kinetic and energy can reach 90%. It is capped to 80% without slicing. Good stun layer resources, you can reach

Special Protection:
80% Electricity
40% Stun (36% is more common, depends on resources)

Effectiveness:
90% Kinetic
90% Energy
90% Acid
90% Blast
90% Heat
90% Cold

Vulnerability:
- Lightsaber


This is absolutely horrid for game balance.

nitan
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Re: Proposed Armor Revamp

#5

Post by nitan » Sun Dec 17, 2017 4:39 pm

TheTinyPebble wrote:
Sun Dec 17, 2017 2:54 pm
nitan wrote:
Sat Dec 16, 2017 7:27 pm
A change is welcome, but I can't come up with the correct solution to it. But I don't think that reducing the Composite armors base resistance to 80% would do any harm, while 90% of the PvE content are based on Energy or Kinetic damage which is already 80% capped.
Both kinetic and energy can reach 90%. It is capped to 80% without slicing. Good stun layer resources, you can reach

Special Protection:
80% Electricity
40% Stun (36% is more common, depends on resources)

Effectiveness:
90% Kinetic
90% Energy
90% Acid
90% Blast
90% Heat
90% Cold

Vulnerability:
- Lightsaber


This is absolutely horrid for game balance.
Totally agreed :)

I only thought that Kinetic and Energy were fixed Special protection and hence 80% capped.

So by this i hear ya.

AlienForce1
Group Captain
Posts: 143
Joined: Sun Jul 09, 2017 11:21 pm
United States of America

Re: Proposed Armor Revamp

#6

Post by AlienForce1 » Mon Dec 18, 2017 3:13 pm

A kind of LS resist armor would be nice.

nitan
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Location: Denmark
Contact:
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Re: Proposed Armor Revamp

#7

Post by nitan » Tue Dec 19, 2017 4:51 am

Should make Mandalorian armor give like 15-20% LS resist

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razorxxred
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Re: Proposed Armor Revamp

#8

Post by razorxxred » Tue Dec 19, 2017 5:18 pm

As I am not currently an AS this go around, well unless the need arises, I would say the other armors should get love. Bringing them up to par or near comp would make them a part of the game. The variety also lets the AS specialize a bit. I specialized in Mabari, Tantel and Bone armor in a Bestine where this was implemented. As far as lowering base, this would not be popular with PVE solo artists. I mainly enjoy playing PVE content in a group/guild so this is not a big issue either way. I would defer to the sentiments of the current AS community as they are directly impacted by any change.

P.S.

Faction armor...

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TheTinyPebble
Commodore
Posts: 218
Joined: Wed Oct 04, 2017 3:47 pm
Denmark

Re: Proposed Armor Revamp

#9

Post by TheTinyPebble » Tue Dec 19, 2017 5:35 pm

razorxxred wrote:
Tue Dec 19, 2017 5:18 pm
As I am not currently an AS this go around, well unless the need arises, I would say the other armors should get love. Bringing them up to par or near comp would make them a part of the game. The variety also lets the AS specialize a bit. I specialized in Mabari, Tantel and Bone armor in a Bestine where this was implemented. As far as lowering base, this would not be popular with PVE solo artists. I mainly enjoy playing PVE content in a group/guild so this is not a big issue either way. I would defer to the sentiments of the current AS community as they are directly impacted by any change.

P.S.

Faction armor...
While I agree that it wouldn't be popular with the solo crowd, having to balance end-game content around 90% armor will make it really hard for those without said armor. You can do everything in the base game with 80% armor no problem anyway.

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Buzzo
Vice Admiral
Posts: 253
Joined: Mon Aug 07, 2017 2:23 am
Canada

Re: Proposed Armor Revamp

#10

Post by Buzzo » Wed Dec 20, 2017 6:07 pm

What about making more different types of armor viable?? I mean tweaking comp is great, but I think everyone is sick of looking the same in combat. I want padded! I want bone armor that does something! with what this game is, there is literally 0 reasons for even having low end armor in the game. Everyone just buys comp. ok some people use ubese, mostly because they hate wearing comp, and ubese sucks. You normalize resistances for ALL armors and suddenly we dont all have to look the same. Obviously it would have to be something only a Master AS could do.

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