Where did you get the "received" part from?psychotic13 wrote: »After reading it even more, I don't think you realise how *** the game would be.
12% Stam Regen per piece of medium armor?
Decrease spell damage received by 7% per piece of light armor? That means in full light I'd be decreasing the spell damage took by 49%!
it means YOUR damage will be decreased, not incoming damage.Fizzlewizzle wrote: »- Decrease damage of magicka skills by 1/3/5/7% for each piece of light armor equipped.
Fizzlewizzle wrote: »- Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.
KingDuncanVII wrote: »Fizzlewizzle wrote: »- Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.
So one could potentially have a 64% dodge chance?
Sorry. I'm going to have to oppose these ideas.
Since they are active skills rather than passive skills you can choose if you wish to use them or not.psychotic13 wrote: »Ok maybe I misunderstood that part, but seriously, as a Magicka user why would you want to decrease the damage you deal by 49%? Damage in PvP is already halved, and then you'd be halving what damage you are doing by basically another 50% for wearing light armor? Where is the logic in that.
And you want to add a possible 70% max health for full heavy?
So now if I were to fight someone in heavy armor as a Magicka user, I'd be dealing minimal damage with this 49% decrease in my own damage. And they would have almost twice the health as normal?
Like I said, zero logic in this.
Increase stamina Regen by 12% for each piece, that's a total of 84% Regen just from armor. The current 28% is more than fair, but 84% is absolutely ridiculous.
Again 'decrease damage of skills by 12% for each piece' that would render you useless, taking a 84% reduction in damage while having to fight someone who may potentially have 70% extra health?
Alright...psychotic13 wrote: »You must understand that no one would die, they'd get to low health and activate the ability granting them 90%+ dodge chance, making them immortal when they heal.
Immovable Brute:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Unstoppable:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Protection, Major Resolve and Major Ward, reducing your damage taken by 30% and increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also reduces your Weapon Power and Spell power by 20%
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- While slottedactive, the Stamina cost of breaking free from a disabling effect is reduced for each piece of Heavy Armor equipped.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 2,5 seconds for each piece of heavy armor equipped.
- Knockback and disabling effect immunity is increased by 1,5 seconds for each piece of heavy armor equipped.
Dampen MagicRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Harness MagickaRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Amount of damage absorbed is increased by 3% for each piece of light armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Requires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- While active, up to three times when spell damage is absorbed, you are restored for X Magicka. This bonus increases by 3% for each piece of Light Armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
ShuffleRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
EludeRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- While wearing Medium Armor, removes and grant immunity to snaring effects. Increases snare immunity duration by ,5 seconds for each piece of Medium Armor equipped up to 3,5 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
Requires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Duration is increased 5% for each piece of Medium Armor equipped.
- Effect's duration is increased by 3,5 seconds for each piece of medium armor equipped.
Fizzlewizzle wrote: »Alright...psychotic13 wrote: »You must understand that no one would die, they'd get to low health and activate the ability granting them 90%+ dodge chance, making them immortal when they heal.
Putting it into perspective, dodge chance would be too strong in the numbers i suggested?
Either lowering it, (maybe half it?) or adding more/ stronger negative effects would counter it.
The reason i added a decrease in spell damage (rather than just weapon damage) was to lower their healing potential.