Or if using stealth. In non-med armor the hiding check just fails each time.Medable armor is only necessary if you have meditation?
1) Make it all medable.Just make all armor Medable and balance the resist SIMPLE & LOGICAL ARMOR FIX!
Accept for woodland only because it is able to gain Hit Chance Increase, Damage Increase, Hit Point Regen from enhance.
Yes this.Just make all armor Medable and balance the resist SIMPLE & LOGICAL ARMOR FIX!
Accept for woodland only because it is able to gain Hit Chance Increase, Damage Increase, Hit Point Regen from enhance.
Absolutly NOT. If you make all armor medable, you will only be changing leather for metal, and EVERYBODY will wear metal. That isnt a solution.Just make all armor Medable and balance the resist SIMPLE & LOGICAL ARMOR FIX!
Everyone has passive meditation. Passive med is based on Med skill, Focus skill, Int and MR. The more you have the faster you regen mana. Even at zero skill (med/focus) 10 int you still get 0.225 MPS.I think I need a clearer understanding of meditation.
I believed that if you didn't have meditation in your template you didn't have passive meditation.
Medable armor is only necessary if you have meditation?
Focus is a passive skill that does not require medable armor?
My impression is that you always have some form of passive mana regeneration and that it's slightly better if you have non-meddable armor. Sometimes UO can be a game of inches, wherein every little bit can count for something.I think I need a clearer understanding of meditation.
I believed that if you didn't have meditation in your template you didn't have passive meditation.
Depends on your point of view. See above. Also remember that every human character has the equivalent of 20 Meditation.Medable armor is only necessary if you have meditation?
Correct. However, because of what appears to be an inherent amount of mana regen, even with Focus meddable armor appears to confer some advantage.Focus is a passive skill that does not require medable armor?
THis is what I, and most people I knew, expected when it was first announced.1) Make it all medable.
2) Balance resists.
3) Make metal and leather give extra properties like wood.
4) Make the metal properties warrior-oriented and the leather ones caster-oriented.
5) Bam done, and nobody has to throw their suits away.
Holy crap this isn't rocket science. Oh yeah, and make the material bonuses not count toward imbuing caps. Screw imbuing stuff and then breaking it. That's okay when it's just woodland armor, but not when everyone has to do it for every suit.
I like this and put stamina damage back to what it was, based on damage taken and your health not based on what you are or are not wearing of if it has a mage armor tag on it.I would prefer each armor type to be unique and have distinct advantages and disadvantages.
Otherwise we still don't have a meaningful choice mechanics wise.
I disagree here but maybe scale it from 100% medable for clothes/leather to 0% for plate/stone, then let studded/ring/chain/scala be 50%, and wood/bone be 25% medable1) Make it all medable.
Here I believe the the cap on a suit should be scaled too 5x70 for clothes/leather, 5x73 for studded/ring/chain/scala, 5x77 for wood/bone and 5x80 for plate/stone2) Balance resists.
Don't forget scala3) Make metal and leather give extra properties like wood.
Agree, also make it so some caster/thief/stealth/bard mods can't be added / imbured to stone and plate armor and some warrior mods can't be added / imbued to clothes/leather armor4) Make the metal properties warrior-oriented and the leather ones caster-oriented.
Let the crafters have some busines, maybe you can sell it. I more fear, they will add some new mods and imbuing resources, that is to hard/expensive to get. I also hope they will be careful, how it effect Siege as we replace our suits very often and we just got more players, I would hate to see the shard die again.5) Bam done, and nobody has to throw their suits away.
I to would like to see the mods not count towards the imbuing bonus, but if you want 140 luck or 4 HPR, you still have to exchange it after, with risk for breaking it.Holy crap this isn't rocket science. Oh yeah, and make the material bonuses not count toward imbuing caps. Screw imbuing stuff and then breaking it. That's okay when it's just woodland armor, but not when everyone has to do it for every suit.
Cool! Let's dumb down the game:Just make all armor Medable and balance the resist SIMPLE & LOGICAL ARMOR FIX!
use the med calculator on stratics, and look at the numbers with identical setups. Wearing medable gear, even with no med, has a benefit. Especially if you are human with joat 20 med.I think I need a clearer understanding of meditation.
I believed that if you didn't have meditation in your template you didn't have passive meditation.
Medable armor is only necessary if you have meditation?
Focus is a passive skill that does not require medable armor?
Based upon what those who've tested the changes you will notice them.I know so little about how everything works I wounder if I will even notice. I have mage/tamer and my pet does most of the killing. I have a pally and normally buy armor right off a npc and fight. Sometimes I will have my blacksmith do it. The only thing I cared about with my mage was the 100% lrc. Maybe I'm dumb or just too simple.
Perhaps you are mis-speaking. Under current rules, meddability and casting times are separate issues. Meddability relates to the ability of the meditation skill and natural passive mana regeneration to in essence cut through armor.All armors should definitely not be medable. How is someone in full platemail able to cast just as fast as someone wearing cloth?
I thought the game mechanics allowed for this by making heavier armors slower mana regain and thus able to cast fewer spells than someone wearing lighter armor like cloth?
If you insist on making all armors medable than I think maybe there should be different fcr and fc caps for each armor type.
ie if you wear platemail you cast very slow vs someone wearing cloth.
/Signed1) Make it all medable.
2) Balance resists.
3) Make metal and leather give extra properties like wood.
4) Make the metal properties warrior-oriented and the leather ones caster-oriented.
5) Bam done, and nobody has to throw their suits away.
Holy crap this isn't rocket science. Oh yeah, and make the material bonuses not count toward imbuing caps. Screw imbuing stuff and then breaking it. That's okay when it's just woodland armor, but not when everyone has to do it for every suit.
The proposal to make all armor meddable grows out of an effort to find a way to put all armor on a more-even footing. It has been hypothesized that
the primary reason metal armor is under-used comes down to the inferior rates of mana regeneration that it offers.
There are those who dispute that hypothesis to be sure, some say that the issue actually is that metal armors offer elss total resistances, but those people never seem to come forward and make that argument loud enough (and I don't know enough about crafting to be able to come to an independent conclusion), and thus meddability is what we're left with.
I absolutely disagree with this.Just make all armor Medable and balance the resist SIMPLE & LOGICAL ARMOR FIX!
Accept for woodland only because it is able to gain Hit Chance Increase, Damage Increase, Hit Point Regen from enhance.