Three big concerns before I get into nitty-gritty.
* Dragon armor still junk.
* Slow weapons (halberds, etc.) still junk.
* Weapon selection still just "fastest thing with armor ignore".
There's really no excuse for that first one, and if you're not interested in changing the others then I kinda wonder at the point of touching weapons at all.
- Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
- Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
- Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.
Okay so far.
Armor Inherent Lower Mana Cost
Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is still subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
- Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
- Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.
This is almost exactly equivalent to giving an imbue cap increase of 41 to metal, and 13 to studded and such. Which is an okay bonus.
So why not skip this and just give those armors those increased imbue caps? It's vastly simpler, more elegant, and spares players having to deal with a bunch of confusing hidden mods on items.
A piece of plate armor that gives 8 LMC should say 8 LMC on it for everyone to see. Not 5 LMC plus a hidden additional 3 LMC, undocumented in-game, that you're supposed to just know is there and add on to it in your head. An item with an effective imbuing cap of 541 should say 541 when you go to imbue it, not 500 plus a hidden pseudo-bonus of 41 you get because there's an invisible 3 LMC on there.
I feel it should be a basic tenet of design that the item properties listed on an item in-game should be
correct. We shouldn't have to mentally adjust them based on things we read on the forums. Please just go with imbue cap changes. They have the exact same effect except they're much less confusing.
- Special Moves
- Daisho - Primary: Feint / Secondary: Doublestrike
- Leafblade - Primary: Feint / Secondary: Armor Ignore
- Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds
- Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
Are these changes in addition to, or in place of, the changes already made on TC? Is the war mace still going to be saddled with some bizarre elf move with an icon of a tree?
[*]The” Balanced” property can now be found on loot generated two handed weapons. Weapons with this property will be unable to parry or evade.
So a "balanced" two-hander is instant garbage in PVM, and in PVP you're probably still better off using a one-hander that lets you chug, parry, and is way faster to boot.
- Bladeweave mana cost decreased from 30 to 15.
We're still never going to use it, or the revamped Force of Nature.
- Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75, while lowering the Defense Chance Increase cap.
- Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to 95 while lowering max resists.
This is another way-too-complicated change that's either going to make item text a paragraph longer, or confuse everyone by virtue of being undocumented in-game. Also, if I can get my DCI cap up to 95% I'm going to be invincible in PVM. I will sacrifice whatever other mods or whatever I need to, and unless everything can one-shot me, I am going to be invincible.