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New Armors

Posted: Sun Sep 03, 2017 2:24 am
by RedGiant
Are there stats anywhere for the new armors?

Re: New Armors

Posted: Sun Sep 03, 2017 2:30 am
by Cortex
I've sent them to Iceborn to update the wiki with, so it's a matter of time.

Edit: If you want to know about any in specific, I can shed some light for now.

Re: New Armors

Posted: Sun Sep 03, 2017 2:56 am
by Astral
What about all the rest of the new items? the crowns, etc

Re: New Armors

Posted: Sun Sep 03, 2017 3:11 am
by Hunter548
Crowns and staves are already on the wiki.

Re: New Armors

Posted: Sun Sep 03, 2017 3:25 am
by Cortex
A hotfix is pending on Armor of Immolation and Displacer Beast Hide Armor, when both have unlimited/day spell effects on them, they'll be good to be crafted without error. Both will have a cooldown on their uses.

Re: New Armors

Posted: Sun Sep 03, 2017 3:29 am
by Astral
Thanks Hunter, I must have missed that. They look juicy.

Re: New Armors

Posted: Sun Sep 03, 2017 5:28 am
by RedGiant
I forget, when something is only useable by: x, y, and z.
Does one have to be all of those things? Or just one?

Re: New Armors

Posted: Sun Sep 03, 2017 5:32 am
by Hunter548
Just one. Item requirements aren't cumulative.

Re: New Armors

Posted: Sun Sep 03, 2017 5:54 am
by Prestige
Is there any way that the UMD requirements could be included in the list of information for the Wiki? I understand if there's a desire to keep that FOIG, but it could be useful to people trying to discern what they can and cannot use before sinking a bunch of time and materials into an item.

Re: New Armors

Posted: Sun Sep 03, 2017 5:56 am
by Cortex
Draconic Armor can't be wore by anything but kobolds without meeting an UMD check of 40 (even if you're a halfling). I can't tell you the UMD reqs for the other items because they weren't set by me these two rounds, the next ones will be set clear by me.

edit: Though based on Irongron's reply before, safe to say they've a minimum of 35 DC for the most part.

Re: New Armors

Posted: Sun Sep 03, 2017 6:37 am
by Iceborn
Cortex wrote:Draconic Armor can't be wore by anything but kobolds without meeting an UMD check of 40 (even if you're a halfling). I can't tell you the UMD reqs for the other items because they weren't set by me these two rounds, the next ones will be set clear by me.

edit: Though based on Irongron's reply before, safe to say they've a minimum of 35 DC for the most part.
Can we have this system applied universally? Right now, all these UMD checks are very counter intuitive. Some items don't care if you are a goblin or a kobold using a Halfing Only weapon, some do.

That aside, JT went berserk and updated everything. We'll probably have to confirm the recipes once they are actually implemented, but that can be verified in due time. My biggest concern is clarifying the UMD checks to make them easy to figure.

Re: New Armors

Posted: Sun Sep 03, 2017 6:55 am
by Cortex
They're not my items, but maybe. I still wanna bother Peppermint to add a text to these items explicility saying that you need to be a kobold/halfling/unicorn or have X UMD to use them.

Re: New Armors

Posted: Sun Sep 03, 2017 8:41 am
by Iceborn
This shouldn't be about whose items they are. The UMD checks are a mechanic that should work for every 'racial' item, just for the very sake of consistency. I don't enjoy playing the very random and arbitrary roulette of "guess if this items works, and if it works, how much UMD does it need!"

In fact, I would go as far as suggesting as making tiers to round up every racial item.
All tier 1 items need 15 UMD.
All tier 2 items need 25 UMD.
All tier 3...

At least that way we know whether we want to take 5 or 65 points in UMD, for something that we may not end up using at all. We can gauge how far do we want to go, how far is it worth to us investing into the skill.

Re: New Armors

Posted: Wed Sep 06, 2017 2:30 am
by liver and bones
Iceborn wrote:This shouldn't be about whose items they are. The UMD checks are a mechanic that should work for every 'racial' item, just for the very sake of consistency. I don't enjoy playing the very random and arbitrary roulette of "guess if this items works, and if it works, how much UMD does it need!"

In fact, I would go as far as suggesting as making tiers to round up every racial item.
All tier 1 items need 15 UMD.
All tier 2 items need 25 UMD.
All tier 3...

At least that way we know whether we want to take 5 or 65 points in UMD, for something that we may not end up using at all. We can gauge how far do we want to go, how far is it worth to us investing into the skill.
Though I'm new and generally build for RP, I have to agree, especially when the server somewhat encourages powerbuilding. It's a killer to realize you don't have enough UMD and you can't really do a relevel/remake.

Re: New Armors

Posted: Wed Sep 06, 2017 2:44 am
by Cortex
How does the server encourages powerbuilding? The dungeons are all do-able by sub-opt builds.

Re: New Armors

Posted: Wed Sep 06, 2017 2:46 am
by Peppermint
Speaking from experience, all the PvP is doable by suboptimal builds as well.

Re: New Armors

Posted: Wed Sep 06, 2017 5:00 am
by Invader_Nym
I don't think that he's saying that sub-optimal builds aren't do-able, so observing that they're do-able doesn't really address his point.

Re: New Armors

Posted: Wed Sep 06, 2017 5:07 am
by Cortex
Can't really address it without elaboration first!

Re: New Armors

Posted: Wed Sep 06, 2017 5:11 am
by Invader_Nym
He's saying he didn't powerbuild in maxed out UMD and he's being punished for it since all the newly introduced items have inflated UMD requirements.

Re: New Armors

Posted: Wed Sep 06, 2017 5:30 am
by Cortex
If such is the case, there is no real "punishment" intended. This is a shift to how certain items function, some things change, old things may become weaker, or sometimes, stronger. None of the new items will leave existing builds obsolete.

Re: New Armors

Posted: Thu Sep 07, 2017 6:40 pm
by Sab1
Love the new armor as now there is reason to take more points in tailoring, just sad no monk class armor. :cry: Thank you to the people who put the hard work into these.

Re: New Armors

Posted: Thu Sep 07, 2017 7:50 pm
by Cerk Evermoore
Yeah a lot of the new armor I can see myself crafting and trying for a 5% roll on.