Armor in relationship to Mages (in General)

BootyGod September 2 2007 3:37 PM EDT

Well, I've been running a mage for awhile now. First cone of cold, and now magic missile. In both cases, I wanted to fill those spots (footwear, BODY, shield) with something to boost my AC. AG, CoI, and HoC are obvious for -any- mage out there, unless a tattoo is involved. But what about those mages who don't have a tattoo equipped?

Well, if you don't want to go evasion, you really don't have anything. DBs are okay, but expensive to make them worthwhile. MCM is fine really, but it lacks anything interesting. TSA and EH both take sizable chunk out of DD.

The Mithril kite is 7%. That's ridiculous. The DX penalty is half that.

Basically, I'm asking for one or two things.

1) Reduce some of the armor in the game's mage penalties. Especially items like all the normal shields, CML, TSA.

2) Start a new line of armor geared more to mages. Armored robes, shields, weapons. HOWEVER. Before you get upset, you people out there, I had an idea to balance it out. Give certain items a percent, and this percent requires the mage to train ST at the percent to their DD.

Example. If you have the entire line of armor and weapons, getting the affects and AC, then it would be like you have to train ST at 20% of your DD (20% would be the highest amount you needed to train). If you wanted to use just one or two, it would be more like 3-5%. The percents would not stack. The needed stat would be the highest of the stats on your items. So if you have two items, one needing 5% ST and one 7%, you would need 7% to wield both.

Just some rough examples.

Robe of Mirrors: 18 +1 would give a .2 reflect rate of damage per +. So, if you had a RoM 18 +35, your equipped minion would reflect back (and therefore reduce) 7% of damage dealt. Dx Penalty: 3%. No magic penalty. Percent DX(or strength could be here, whatever suited weapon more) 3% of DD. So at a 3 million FB or CoC, 300000 DX would be needed to equip.

Phantasmic Mace: (Brief explanation: Basically, a mini familiar. Does damage, attacks, BUT, can't be attacked. Therefore, not a kill slot. More used to deal small amounts of manage that could have various affects) 34x1. Huge upgrade cost on X. More like armor +. When it attacks, it automatically hits through armor and does damage equal to the percent of the DD trained, where the X is the percent. Equipped minion cannot absorb damage through PL. SO!

If the mage equipped with this had a FB of one million, a x5 (middling NW) PM would strike with a FB of 50k. Would treat it as if the FB was against one minion. Damage would be reduced by MgS, EH, protection and ToE, but ALSO reduced by the + of armor AND the base, considering it does have a physical aspect. The mace would leave battle when mage did.

Requires a Phantom Link of 5% when to DD.

Ideas like this. New items and strategies and stuff.

I plan on creating some new ways of looking at tanks too. I'm worried of course. I do not want to mess up the rather sensitive balance of this game. But I want more depth and creativity in the game. Also, with more items in the game, the price of all should drop, as more choices crop up.

Uhh.. yeah... what do you all think?

horseguy001 September 2 2007 4:17 PM EDT

Just scanned it quickly...wouldn't having to train str at a %age of your DD be the equivalent of training more DD to offset the armor penalties of current armor? It might work out better now, as you could have a 300 AC mage training an extra 15% DD to offset the penalties.

Unfortunately, AC doesn't reduce AMF damage, which might be a good change now if it could.

BootyGod September 2 2007 4:24 PM EDT

Nah. Because it's cheaper to train a lower stat then a higher stat.

ScY September 2 2007 6:06 PM EDT

This could be the birth of the CB Battlemage!

BootyGod September 3 2007 12:22 AM EDT

Sort of. I want more feedback on this people. If nothing else, tell me not to waste my time with more ideas for tanks, monks, walls and etc.

AdminQBnovice [Cult of the Valaraukar] September 3 2007 2:05 AM EDT

Battle Mage: Skill, must be trained to 1/3 DD spells level for full effect;
Allows minion training the skill to use armor without penalties, but also brings a chance to miss into play. Minion can use weapons as a focus for it's spells, gaining plus to hit from them (but not damage) and possibily vorpality, or hp drain. Minion must train dex in order to hit.

QBOddBird September 3 2007 2:10 AM EDT

The part that I find interesting about it: These types of mages being vulnerable to both EC and AMF. =P

Novice: Yowch on the dilution necessary, but a great rally cry for the Tattoo of Magic counterpart to the ToA! *grins* Hurrah! I love it anyways!

BootyGod September 3 2007 2:38 AM EDT

Yay Novice =D

See, this is what I want. Established minds trying to find new things, instead of just altering what already is.

And go OOB for being lame =D hehehe.

Just kidding. I like the battle mage skill though.

Lumpy Koala September 3 2007 2:45 AM EDT

Novice's idea sounds more interesting than the original post. Sorry if you are offended, wolf hehehe

Fanta [Fanta's Forge] September 3 2007 9:53 AM EDT

Make it less than 1/3 of DD trained, the penalties from using all heavy armor are about the same... maybe like 1/6?
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