Post by Damien Obsidius on Sept 16, 2007 7:48:56 GMT -5
ORIGINAL: Halcyon
from kal's post in general discussion in the protector set:
Okay much changing and bugfixing done (with much thanks to Tathlin for doing a large chunk of it for me).
The Pets have not been changed at all.
The weapons have had a defect corrected such that the ranged form gets +5 BtH instead of having its BtH set to 5.
The level 8 and level 30 shields have had their 4 bad defences set to +10% (the same as the highest shield). The level 70 shield is unchanged.
The Armor is changed thusly. (The armors are now level 15/40/70 as their code requires them to be to work properly which explains several of the bugs reported).
All armors have 130% Ice/110% Water/110% Earth.
All armors have 3 clickable bits (it costs 40 SP and 1 Turn to activate a clickable bit , it costs nothing to deactive them). The Clickable Bits add +10 to 1 defence (Ranged for the Shoulder, Melee for the Helmet and Magic for the chest).
The Level 15 Armor begins with 25 to all defences. 95% to the remaining elements. It has 2 attacks but they have the same statistics. The Statistics are 100% Base/100% Random/100% Stat +0 BtH for an Adventurer. For a guardian they are 110% Base/110% Random/100% Stat with +2 BtH.
The Level 40 Armor begins with 30 to all defences and 90% to the remaining elements. It has 3 Attacks . 50% of the time a 2 Hit Attack , 50% of the time it does the same 1 hit attack variants as the level 15 armor, however they damage for each attack is different , each hit does 110% Base/110% Random/100% Stat with +2 BtH for an Adventurer , and 120% Base/120% Random/100% Stat with +5 BtH for a Guardian.
The Level 70 Armor begins with 35 to all defences and 80% to the remaining elements. It has 3 Attacks, 25% of the time a 3 hit Attack, 50% of the time a 2 hit attack, 25% of the time a 1 hit attack. Each hit does 120% Base/120% Random/100% Stat with +5 BtH for an Adventurer and 130% Base/130% Random/100% Stat with +7 BtH for a Guardian.
All armors use the same pooling system, your pool is built of blocks , each block has a value of (10 + Your Level/10) Rounded Down. You get 1 block for each item in the Protector Set you have equipped (1 for the armor, 1 for the shield, 1 for the pet, 1 for the weapon). When you are attacked and the attack hits, 5 points are first drawn from the pool (if there are at least 5 points remaining otherwise nothing is drawn) and are applied to increase your defense against the type of the attack, then 5 points are drawn from the pol (if there are at least 5 points remaining in the pool otherwise nothing is drawn) and applie to increase your resistance (or elemental defence) against the element of the attack (if the attack is of the void or elementx elements this step is skipped , no points are drawn from the pool).
All armors can bring their resistances down to 50% (assuming sufficient points). All armors can bring their defences up to 60 (70 if the appropriate toggles are on) (assuming sufficient points).
If a piece of the set is remove its block is removed from the pool. If you don't have enough in the pool then it checks through your resistances until it has enough total points to have something in the pool and restores all points in the resistances up to and and including the one necessary to restore the pool) and excess points freed up (by removing more from a resistance than was necessary to get the pool to 0) are put back in the pool for future use. If this doesn't provide enough points to bring the pool to 0 then the defences are checked in the same fashion and the same happens (reduced to 0 up to the defence necessary and any excess is put in the pool).
And thats the full story on the Protector Set.
< Message edited by Kalanyr -- 9/15/2007 18:25:40 >
from kal's post in general discussion in the protector set:
Okay much changing and bugfixing done (with much thanks to Tathlin for doing a large chunk of it for me).
The Pets have not been changed at all.
The weapons have had a defect corrected such that the ranged form gets +5 BtH instead of having its BtH set to 5.
The level 8 and level 30 shields have had their 4 bad defences set to +10% (the same as the highest shield). The level 70 shield is unchanged.
The Armor is changed thusly. (The armors are now level 15/40/70 as their code requires them to be to work properly which explains several of the bugs reported).
All armors have 130% Ice/110% Water/110% Earth.
All armors have 3 clickable bits (it costs 40 SP and 1 Turn to activate a clickable bit , it costs nothing to deactive them). The Clickable Bits add +10 to 1 defence (Ranged for the Shoulder, Melee for the Helmet and Magic for the chest).
The Level 15 Armor begins with 25 to all defences. 95% to the remaining elements. It has 2 attacks but they have the same statistics. The Statistics are 100% Base/100% Random/100% Stat +0 BtH for an Adventurer. For a guardian they are 110% Base/110% Random/100% Stat with +2 BtH.
The Level 40 Armor begins with 30 to all defences and 90% to the remaining elements. It has 3 Attacks . 50% of the time a 2 Hit Attack , 50% of the time it does the same 1 hit attack variants as the level 15 armor, however they damage for each attack is different , each hit does 110% Base/110% Random/100% Stat with +2 BtH for an Adventurer , and 120% Base/120% Random/100% Stat with +5 BtH for a Guardian.
The Level 70 Armor begins with 35 to all defences and 80% to the remaining elements. It has 3 Attacks, 25% of the time a 3 hit Attack, 50% of the time a 2 hit attack, 25% of the time a 1 hit attack. Each hit does 120% Base/120% Random/100% Stat with +5 BtH for an Adventurer and 130% Base/130% Random/100% Stat with +7 BtH for a Guardian.
All armors use the same pooling system, your pool is built of blocks , each block has a value of (10 + Your Level/10) Rounded Down. You get 1 block for each item in the Protector Set you have equipped (1 for the armor, 1 for the shield, 1 for the pet, 1 for the weapon). When you are attacked and the attack hits, 5 points are first drawn from the pool (if there are at least 5 points remaining otherwise nothing is drawn) and are applied to increase your defense against the type of the attack, then 5 points are drawn from the pol (if there are at least 5 points remaining in the pool otherwise nothing is drawn) and applie to increase your resistance (or elemental defence) against the element of the attack (if the attack is of the void or elementx elements this step is skipped , no points are drawn from the pool).
All armors can bring their resistances down to 50% (assuming sufficient points). All armors can bring their defences up to 60 (70 if the appropriate toggles are on) (assuming sufficient points).
If a piece of the set is remove its block is removed from the pool. If you don't have enough in the pool then it checks through your resistances until it has enough total points to have something in the pool and restores all points in the resistances up to and and including the one necessary to restore the pool) and excess points freed up (by removing more from a resistance than was necessary to get the pool to 0) are put back in the pool for future use. If this doesn't provide enough points to bring the pool to 0 then the defences are checked in the same fashion and the same happens (reduced to 0 up to the defence necessary and any excess is put in the pool).
And thats the full story on the Protector Set.
< Message edited by Kalanyr -- 9/15/2007 18:25:40 >