New skill idea: Armorer (in General)
May 27 2008 9:56 PM EDT
Effect: 0.0 to 1.0 when level trained at 50% of character MPR
Nullifies effect*100% of negative armor and amulet penalties and bonuses on minion training the skill.
Situation 1: A minion training the skill at effect 1.0 and wearing only a TSA would have no penalties to DX and Skills, but would not get any HP regeneration and no boost to ST.
Situation 2: Training this skill with an AoF would be pointless.
Situation 3: Obviously, this would be an AC lover's dream skill.
May 27 2008 9:58 PM EDT
This: "Nullifies effect*100% of negative armor and amulet penalties and bonuses on minion training the skill."
Should read: "Nullifies effect*100% of armor and amulet penalties and bonuses on minion training the skill."
Scratch the word "negative" from the sentence.
I like it! Kinda makes the heavy AC tank I want a little more viable :P
Though, how would it work on the penalty to skills? :P
May 27 2008 10:02 PM EDT
The skill would have to be trained at a flat 50% of MPR obviously, since any armor related skill bonus would be nullified by the skill itself.
And right back out the window goes my heavy tank >.<
May 27 2008 10:14 PM EDT
Not really... you do not need Evasion anymore. The bigger you will get, the more you will be able to invest XP in your other stats. The lower MPR would battles would be pretty hard though.
I guess the skill Armorer would not affect penalties and bonus to skill?
May 28 2008 12:16 AM EDT
would probably cause some kind of balance issue we need something 2 lower ac to counter act that if we realeased it as a skill
May 28 2008 12:21 AM EDT
"The skill would have to be trained at a flat 50% of MPR obviously, since any armor related skill bonus would be nullified by the skill itself."
The skill would nullify everything that the armour gives besides AC. That, I'd say, would be bad enough to make it not overpowered. Walls are boosted though.
So that means I could use my huge mage shield with my EC, EO, DD. Nice ;).
May 28 2008 12:33 AM EDT
May 28 2008 7:01 AM EDT
"So that means I could use my huge mage shield with my EC, EO, DD. Nice ;)."
No. The skill would nullify bonuses and penalties... not effects.
So the Mage Shield would still reduce your ED, EC and DD to 0 but the penalties to DX and skill would be 0.
Just like the AoF would still boost enchantments when they are cast on the wearer but the direct bonus to the wearer's skill would be 0.
May 28 2008 7:02 AM EDT
"Walls are boosted though."
AC Walls would typically have no need to train this skill.
Poorage: It's called the Vorpal Blade.
I think that this skill would have to grant a fairly high level of enc per level trained if it is to work the way it is intended. I.e. at around level 1.5mil (so you'd be 3 mil MPR), it should grant enough enc for a decently-sized AC/TSA and some CMLs and a Mithril Shield and Tulks, all impressively upgraded.
"Effect: 0.0 to 1.0 when level trained at 50% of character MPR"
I think this needs to me the minion MPR, not character MPR, because otherwise it would negatively affect multi-minion teams. As in a heavy AC minion on a 4-minion team would have to commit a much greater portion of his experience to this skill than a single minion would. Unless, of course, this is meant to work this way, as a single-minion buff, whereas 4-minion teams have a smaller margin of benefit because they also have damage spread among the team, etc.
May 28 2008 1:37 PM EDT
"I think this needs to me the minion MPR, not character MPR, because otherwise it would negatively affect multi-minion teams."
I disagree. If we take you example of a 3M MPR char, a stat at 1.5M level is about 25% to 30% of a decent sized minion's total levels on a 4 minion team. If the skill is used on a 4 minion team, then one has to assume that the other minions will be training XP to boost the desired stats on the minion training Armorer. I think the skill would be very useful with high MPR characters.
As for the VB, well, every skill has a weakness. Nothing would prevent a user from training Armorer on a minion shielded by an Evasion wall.
I think there would be many interesting ways to use the skill.
As a single minion, my HP is a bit higher than my MPR, and it took 23% of my total XP to get it there. Assuming that dropping my HP to be equal to my MPR would make it about 20%, that means it would take 10% of a 2.3 mil MPR single minion's XP to train a stat to half its level. Since this is split 4 ways on a 4-minion team, it should take at least 40% of the experience of one of the minions, assuming experience is equally split.
May 28 2008 1:54 PM EDT
Personally I can see no point to this skill.
The main negators of dex/skills are the adam and most heavy wall gear.
A heavy wall only needs AC, he does not care about the penalties from armor.
Tanks, if not using a TOA, should use a TSA. For both the regeneration and the strength boost. The strength boost alone gives a higher ENC=better weapons/armors.
I am hard pressed to see one scenario where this skill would be effective. Yes, one can try it on a tank with 400 AC, but other armors would be much better in most cases. Not to mention the fact without elven gear, good luck trying to hit evasion.
May 28 2008 2:35 PM EDT
Who says it has to do with that, Ranger? Using this skill, a CoC mage can be a heavy armor user without any of the penalties!
May 28 2008 4:06 PM EDT
I see it being used with the RoS. It could make a devastating tank if Haste and GS are used to boost a tank with over 350AC and no armor penalties.
Sure, it would deal a bit less damage than a TSA, BL, or ToA tank, but it would be darned hard to kill.
Haste and GS aren't affected by armor penalties anyways.
May 28 2008 5:47 PM EDT
I would much rather see a CoC mage use armorer then evasion.
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