Maintenance for the week of July 1:
• NA megaservers for maintenance – July 1, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• EU megaservers for maintenance – July 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
• ESO Store and Account System for maintenance – July 1, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Armor rebalance

ArRashid
ArRashid
✭✭✭✭
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 June 12, 2014 10:04PM
  • ShedsHisTail
    ShedsHisTail
    ✭✭✭✭✭
    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?
    Options
  • ArRashid
    ArRashid
    ✭✭✭✭
    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.

    Options
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    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
    Options
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    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.
    Options
Sign In or Register to comment.