Announcements post #271: Armor changes.
From: Neritus
Subject: Armor changes.
Hello again, Sector!
Pondering all things armor in light of upcoming mod changes and spurred on by community discussion and the state of PvP damage, it was decided to increase armor resists across the board, while also increasing the spread between Light, Medium, and Heavy armor to more sharply define class identities.
Additionally, one of the ongoing goals as we approach a mod rework is to reduce the amount of tedious inventory management involved in equipment, generally. Thus, the spread of resists within a single armor piece now follows a tighter, randomized gradient from highest to lowest. What this means is that it won't be quite as hard to have an equipment set covering all your bases fairly optimally. But for the heaviest min/maxers among you, you'll still have the *fun* minigame of optimizing your best resists for your situation.
The details:
- Base resist stats on armor have been adjusted. Before quality you can expect your best resists to be around 40% for Heavy, 30% for Medium, and 20% for Light.
- Rage Resistant down to 20% from 25% damage reduction.
- Effectively what this means is that a Fury with Resistant active, a Nanoseer with Protect active, and a BEAST, all with maximum possible resists, are all equal before mods apply. Once mods apply, BEAST wins.
- After a quick community poll, it was decided that the most straightforward migration solution was a reroll of all existing armor pieces. Only the resists have changed. Armor quality, durability, mod slots, and so on remain unchanged.
Even after this change, I still suspect we will need to be adjusting some ability damage values, but since this is a significant change, in an abundance of caution we will not adjust any damage values yet.
Regards,
Neritus
Subject: Armor changes.
Hello again, Sector!
Pondering all things armor in light of upcoming mod changes and spurred on by community discussion and the state of PvP damage, it was decided to increase armor resists across the board, while also increasing the spread between Light, Medium, and Heavy armor to more sharply define class identities.
Additionally, one of the ongoing goals as we approach a mod rework is to reduce the amount of tedious inventory management involved in equipment, generally. Thus, the spread of resists within a single armor piece now follows a tighter, randomized gradient from highest to lowest. What this means is that it won't be quite as hard to have an equipment set covering all your bases fairly optimally. But for the heaviest min/maxers among you, you'll still have the *fun* minigame of optimizing your best resists for your situation.
The details:
- Base resist stats on armor have been adjusted. Before quality you can expect your best resists to be around 40% for Heavy, 30% for Medium, and 20% for Light.
- Rage Resistant down to 20% from 25% damage reduction.
- Effectively what this means is that a Fury with Resistant active, a Nanoseer with Protect active, and a BEAST, all with maximum possible resists, are all equal before mods apply. Once mods apply, BEAST wins.
- After a quick community poll, it was decided that the most straightforward migration solution was a reroll of all existing armor pieces. Only the resists have changed. Armor quality, durability, mod slots, and so on remain unchanged.
Even after this change, I still suspect we will need to be adjusting some ability damage values, but since this is a significant change, in an abundance of caution we will not adjust any damage values yet.
Regards,
Neritus
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