Crazy Idea for Armor Proficiency (in General)
November 19 2008 9:54 AM EST
Make Armor Proficiency also reduce the extra damage from SG by the 50% number.
The Fictional Reason:
If someone is good enough to assemble their armor in such a way to remain limber and/or able to throw magicks, etc. with less penalty, would they also not be skilled enough to assemble the armor such that an electric shock could not as effectively conduct its way around the body?
The Game Reason:
I know AP's 40% reduction is kind of a lot for a base-trained stat, but the point of Armor Proficiency is that it eats a skill slot. If I am using it, I cannot evade, for example. So, I exchange getting hit more by Hals and bows for not having SG hit as hard. The SG will STILL hit hard, though, since the whole point of AP is to be able to wear a lot of armor -- that shocking grasp is still going to smart.
I just think AP should make EVERYTHING about the armor more efficient. Any penalty, even the SG increase from opponents, should get the 40% tone-down.
I'd like it to give a slight boost to EH resistance.
OR make it so when you wear an EH, and have AP, the reduction % decay only starts either:
Instead of being based only on the number of rounds that have been fought.
The only problem I have with this is it just reinforces the staple 4 minion set up.
Minion one with AP and an AoI (and BoL). Immune to Physical, and the best Protection versus the front hitting DD.
Minion 2-3 your main minion/s with DB/Evasion (or EC) for the Physical damage you'll be receiving
Minion 4 with MGS/EH for MM.
Add in AS, PL, etc to taste and you're done.
November 19 2008 11:45 AM EST
Oh phew. You said the extra damage from SG by 50%. When I first read it I thought you meant AP would cut all SG damage by 50%. Yeah, I'd go for taking off 50% of the extra damage SG does because of base AC.
November 19 2008 12:35 PM EST
"I'd like it to give a slight boost to EH resistance."
I'll drink to that.
i would benefit greatly from this. with that being said, for 960 xp i think the current benefits are great!
if you add more benefits, i think it would really need to revert to a traditional cost curve model to be fair. likewise, you could have two different trainable levels with the first one being an effect of 1 and the second being an effect of 10 or somesuch and have the cost increased dramatically to add the extra ability.
November 19 2008 12:41 PM EST
Care to elaborate, Plagues? Any particular reason you are against the idea, or just an "it ain't broke so don't fix it" sentiment (I respect both, for the record). But if there is something the thread is missing to make this a certain "no" for you, please add any info you might have...
November 19 2008 12:45 PM EST
Not a bad idea, dude...or simply make the base part still do what it does, but if you grow it, you can negate the SG armor-portion of damage increase more and more (I would say even beyond 40% in that case).
If anyone thinks SG is too strong, they can invest heavily in Armor Proficiency and get around the extra shock... MPR for better AC. I really like that idea... All of this serves to really make AC something to dedicate to, both gear and MPR-wise!
November 19 2008 1:45 PM EST
I like the idea. I definitely like the idea of making it trainable past base (and obviously getting extra benefits from doing so). Just wanted to throw in my support! =)
November 19 2008 5:47 PM EST
I like the idea, too.
November 19 2008 6:02 PM EST
November 19 2008 6:05 PM EST
November 19 2008 6:07 PM EST
Great idea, dudemus! Grade A approval from da man hisself! *smile* At least I hope Jonathan is talking about the dudemus-improved idea and not the OP...
either way is a win for me if ya check out my team! hehe. ; )
November 19 2008 8:08 PM EST
So the SG BONUS would be 40% down or the SG damage would be 40% down?
"I like the idea, too." - Jon
I think we might have this change soon. :P
November 19 2008 11:23 PM EST
Rawr, whatever happens, it would only be on the AC-extra portion of the SG's damage. That's how I read it, anyway.
I still don't like the standard setup of;
Armour Proficency + AoI
Evasion + DB
Main Damage Dealer
MGS + EH MM Wall
This leads to. But I might be in the minority here. ;)
It even foils the SoD by having the first targetted minion being the hardest to hit so you don't splash.
November 20 2008 10:47 AM EST
GL it would only lower the bonus damage, so AP without armor wouldn't change anything.
November 20 2008 11:43 AM EST
and besides, in that setup, I think the Evasion/DB guy would be better suited as a PL+TSA guy :P
yeah, skip the AoI and put a beefy heavy T (or a sissy wall if you have to) in front
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