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Armor rebalance

ArRashid
ArRashid
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Tired of writing today (4 hours on forum lol), so I'm just gonna paste what I wrote earlier for a stamina whine topic(also with explanation of "Breath"):
ArRashid wrote: »
4) Rework medium and Heavy armors. Medium should receive % lower stamina costs and Heavy should receive % lower Breath costs. Also make defenses soft cap at 50% (and hard at 75%) instead of those pathetic 25%. It's downright absurd to get killed by a single VR spell EVEN while you're capped.. and same with armor. You can't play a heavy knight in VR, because even with hard capped armor, VR mobs still beat the living crap out of you, because you can't block while swinging your weapon.
So, perhaps:
- Athletics: every piece of medium armor decreases stamina costs of abilities by 1/2/3%.
- Resolve: every piece of heavy armor increases Armor and Magic Resistance caps by 1/2/3% and your Armor And Magic Resistance by 0.5/1/1.5%.
- Bracing: having 5+ pieces of heavy armor decreases your Breath costs by 10%.

If you find that too "OP" in terms of stamina cost reduction, then rework dual wield, bow and 2h for cost reduction into bonus% heavy attack damage.
Edited by ArRashid on 12 June 2014 22:04
  • ShedsHisTail
    ShedsHisTail
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    What is "Breath?"
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • ArRashid
    ArRashid
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    What is "Breath?"

    A new resource I've made up to push defending away from stamina. The full explanation is in the post the link is pointing at.

  • alexj4596b14_ESO
    alexj4596b14_ESO
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    ArRashid wrote: »
    Tired of writing today (4 hours on forum lol), so I'm just gonna paste what I wrote earlier for a stamina whine topic(also with explanation of "Breath"):
    ArRashid wrote: »
    4) Rework medium and Heavy armors. Medium should receive % lower stamina costs and Heavy should receive % lower Breath costs. Also make defenses soft cap at 50% (and hard at 75%) instead of those pathetic 25%. It's downright absurd to get killed by a single VR spell EVEN while you're capped.. and same with armor. You can't play a heavy knight in VR, because even with hard capped armor, VR mobs still beat the living crap out of you, because you can't block while swinging your weapon.
    So, perhaps:
    - Athletics: every piece of medium armor decreases stamina costs of abilities by 1/2/3%.
    - Resolve: every piece of heavy armor increases Armor and Magic Resistance caps by 1/2/3% and your Armor And Magic Resistance by 0.5/1/1.5%.
    - Bracing: having 5+ pieces of heavy armor decreases your Breath costs by 10%.

    If you find that too "OP" in terms of stamina cost reduction, then rework dual wield, bow and 2h for cost reduction into bonus% heavy attack damage.

    still wouldnt compleatly fix anything over all
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Wouldn't be too OP, but wouldn't be strong enough. more effective medium/heavy armor alterations to traits need to be done. There needs to be a CLEAR reason to go either light, medium, or heavy armor. Those changes will still cause leaning towards light armor. My ideas:

    For medium armor

    Dexterity: Change to affect all attacks, increase crit chance by .5% per rank, and add .5% crit damage increase per piece of light armor per rank.

    Agility: Add chance to dodge attacks by 7.5% per rank.

    Athletics: Add reduce cost of stamina costs of abilities by 1.5% per rank. More extreme, also decrease magica costs of abilities by .5% per rank.

    Elude (Evasion Morph): Change to increase dodge chance by 1% per rank instead of continuing to increase the duration.

    Shuffle (Evasion Morph): Change snare removal to increased movement speed by 1% per piece of light armor, increasing by 1% per rank instead of increasing duration.

    For heavy armor

    Resolve: Change to 30% damage mitigation when below 60% HP. But judging from how Undeath doesn't work, reduce damage taken by .5% per piece of heavy armor equipped per rank would probably actually work.

    Juggernaut: add Armor penetration/ignore per piece of heavy armor equipped 2% per rank.

    Bracing: Add reduce damage from critical strikes by 7.5% per rank.

    Rapid Mending: I really hate this one. Change it to a properly named skill for reducing stamina costs of abilities by 1% per piece of heavy armor equipped per rank. With the other damage mitigations, increased healing taken is no longer important. More extreme, also decrease magica costs of abilities by .5% per rank.

    Immobile: Increase duration to 15 seconds.

    Immobile brute morph: Make the ability increase weapon damage 1% more per rank instead of continuing to increase the armor/spell resist the skill gives.

    Unstoppable: Change duration increase to further increased armor starting at 1500, spell resist stays at 1000.


    For light armor

    Evocation: Add increased spell crit by 3% per 25% of magica lost. More extreme, also decrease stamina costs of ability by .25% per rank.

    Prodigy: Add absorb 7.5% of the damage from spells as magica per rank.

    Concentration: Add 1% increased damage with spells per piece of light armor equipped per rank.

    Annulment: Increase the damage shield value.

    All armor skills, make their durations and morphed effects 1/2 of their normal value when a 5 set of the armor they are derived from is not equipped.


    There is far more choice involved with this imo and none of the armor sets are flat out bad.
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