So you see some guy running past, and he has on Yamatai Demon, and his thrall is wearing Khitan Imperial. The biggest problem with the present armor system is it is too hand-holdy for PvP. I would even suggest that many things that are ignored now could drop these things (when’s the last time you went to the undead kappa cave?), giving us reason to go fight the critters that get no love currently. Upgrades could require some new and interesting drop, the higher upgrades require them from meaner critters. The higher level upgrades would require higher level armors (if you want that +9 you need to have flawless armor). There seems to be no thought given to ensuring a balance between stat bonus availability on different armor “types” (light, med, hvy) nor on temperature (example: there are two medium armors that give bonus to enc, but both are for hot weather).Īs the OP implies, adding the buffs applies (and maybe the temp effects as well) seems like a way to allow people to look how they want to look, wear the “type” of armor they want, and get the stats they want.ĭoing so with an upgrade kit or a socket system similar to other RPGish games seems easily doable. There seems to be no lore reason for the stats on the armor. I’m more warm on a glacier in a blizzard if I take off all my big fuzzy heavy armor. Big fuzzy heavy armors keep me cool in the desert. There seems to be no rhyme nor reason to it. This whole seemingly arbitrary system of temperature and stat application to armor types has bothered me for a long time. In the end, I decided that someone who had learned to survive in the slums and fight for her life wouldn’t care about fashion as much as improving her odds of living through the next combat encounter. So when our party finds a small-sized mithril mail shirt and boots of speed, I had to choose between upgrading my equipment and keeping my original looks. I had a very strong visual image of the character when we started the campaign. So the good Yamatai exile, when going north, will have to wear furs instead of straw hats.īut I know what you mean, In our D&D group I started playing a barefooted, leather-clad hobbit rogue. No matter how hard you’re trying to role-play a South American Native, if you’re doing it in Norway in January, you’re going to freeze. But if you’re trying to role-play as a Yamatai Exile in the Exiled Lands as described by Funcom’s loremasters, then yeah, Yamatai paper walls and clothes will freeze you in the north. If you’re trying to create your own story in yuor won world, then yes, the current system is restrictive. It really depends on how you define “role-playing” here. I’m sure this is a repetitive thread topic (sorry for that), but I think it is worth pushing again as this really limits gameplay across the board, especially given the company’s mega-focus on producing cultural DLC. I don’t know anything about making a computer game, but is it soooo hard to do? Craft your beloved cultural armour and modify it to suit your own gameplay and play where on the map you want to be. Give us an ‘Accuracy Bonus’ or ‘Survival Bonus’ kit just like the ‘Advanced Weapon Upgrade’ kit. Extra and more exotic components to upgrade bonuses for the higher quality (flawless etc) armour. Tools and weapons have upgrade kits, why can’t armour? Fur for cold insulation, silk for heat insulation etc. You like the look of Poitain armour but have no interest in bows - bad luck, you get a useless bonus for RPing a Poitainian (and must settle somewhere warm) - and so on for EVERY armour type in game, which greatly limits options rather than creates flexibility. You want a Khitan ‘Tibet type monastery’ set-up in the desert or swamp, but Khitan armour will cook you in that 65% of the map. The armor weight class of your character determines your stamina regeneration rate.So you want to play a Yamatai warrior and build a Yamatai base, but you can only do it in a warm climate because Yamatai armour will cause you to freeze in the north. Weapons with armor penetration reduce the effective armor the target possesses.ĭamage Reduction * (1 - Armor Penetration)įor example, if an enemy has 750 armor with 60% damage reduction, and you strike them with a weapon that has 40% armor penetration, the calculation would be:Ħ0 * (1 - 0.4) = 36% damage reduction Armor Class and Stamina diminishing returns.Īs of the Age of Sorcery 3.0 update, the formula used is:Īt this rate, the following milestones would require the listed armor rating: Armor and your Health, a guide to damage reduction.Īrmor in Conan Exiles follows a non-linear curve with a negative second derivative, meaning the more armor one puts on the less return in damage reduction one will get a.k.a.
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