Jump to content


Photo

Armor Revisions


  • Please log in to reply
159 replies to this topic

#101 PolarBear

PolarBear
  • Member
  • 254 posts

Posted 27 June 2005 - 12:33 PM

Nah, it was just a random thought ;)

#102 -Drew-

-Drew-
  • Guest

Posted 01 July 2005 - 07:45 AM

Couldn't heavy armors just cap out the max dex of the user like in 3e? Something like max 16 for chain, 15 for splint, and twelve for plate mail and heavier armors. Would that be possible or is it too out of step with what you're looking to do?

#103 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 01 July 2005 - 10:37 AM

It could. It would require scripting to check for the current dex of the target and swapping out different versions of the armor with different penalties.

#104 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 02 July 2005 - 04:31 AM

It would require scripting to check for the current dex of the target

I'm not overly sure about this - ability scores are modified by way too many things to act as a precise basis for scripts. I guess the_bigg can say more to this though. -_-
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#105 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 02 July 2005 - 04:42 AM

It would require scripting to check for the current dex of the target

I'm not overly sure about this - ability scores are modified by way too many things to act as a precise basis for scripts. I guess the_bigg can say more to this though. -_-

View Post

No. We add enough **** to the baldur.bcs right now.

Regarding the Use Armor HLA, I believe it to be too much code-heavy to be really worth it, however if you protest enough I might bow and do it.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#106 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 02 July 2005 - 09:58 AM

Note that I didn't say it was a good idea. ;) Enough script blocks like that slows the game down, so it's rarely worth doing.

#107 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 05 July 2005 - 12:16 AM

Agreed. :)
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#108 -a savage-

-a savage-
  • Guest

Posted 11 July 2005 - 04:35 AM

Hi
I was wondering how the cleric spells
blade barrier and globe of blades would behave within those changes.
I think their damage is magical and resistable to magical resistance.
It would be nice if you could translate it to slashing or a mix of piercing slashing dmg. I dont know if you have to give the spells then some sort of enchantment lvl since liches and their demi form have enchantment lvl restrictions to hit. So they wont be killed outright somehow.

On another note there might be ways to get a ridiculous high dmg reduction from weapons involving faith armor, the defender flail, restored bhaal gifts(?) and the studded armor from the chosen of cyric component. This might be something to have a look into, I didnt do the maths here but i guess a value of 80 is reachable.

Anyways good luck on the mod.

#109 Jinnai

Jinnai

    Bye Sanzo! You'll play with me again next time?

  • Member
  • 377 posts

Posted 12 July 2005 - 12:42 AM

I'm thinking most of your lastest shield ideas are okay except i'd add -1 dexterity to medium shield. There is no reason for a moevement penalty, but there is also no reason for it to just be better than a small shield with no drawbacks.

Also the buckler was not used for blocking excpet for missiles and in duels. Because unlike even a small shield it is quite small and so close to the wrist it would do little do stop an attack from a weapon. Instead it should give the +1 vs missiles and a 2% DR (yea 2% isn't noteworthy, but its not worthy of even 5%). This is because any weapon hitting it would easily penatrate it if effort were put in it, which is usually is. As I said, this was an armor to protect the wrist mostly from disabling (which you aren't going to be implimenting) and missile fire while in melee combat where larger shields would hamper your combat style.

I'm not really for thieveing or casting failures, but i think slowing down the skills and spells for medium and large sheilds by 1 is balancing and not far fetched condisering its otherwise just benifiting multis even more.

You may also wish to redo min strs for heavier armors which would go a long way to the argument mentioned earlier about weak but dexterious people still benifiting from heavier armors. Carrying it around with you in a sack is not the same as wearing it. Also you could add constitution RQs for the full-body armors since those tend to sap people with low health and stamina faster.
Posted ImagePosted Image

#110 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 12 July 2005 - 02:12 AM

@ a savage: your topic has been merged into this one to avoid unnecessary confusion. ;)

Hi
I was wondering how the cleric spells
blade barrier and globe of blades would behave within those changes.
I think their damage is magical and resistable to magical resistance.
It would be nice if you could translate it to slashing or a mix of piercing slashing dmg.

These changes are absolutely possible, but only in a future component. We've been toying with the idea of "Spell Revisions", but I fear it will have to wait.
But to answer your question, yes, it is possible, and it is a good idea.

I dont know if you have to give the spells then some sort of enchantment lvl since liches and their demi form have enchantment lvl restrictions to hit. So they wont be killed outright somehow.

While MR wouldn't affect the spell anymore, we could add a simple save to avoid half/full damage. The options are there at least.

On another note there might be ways to get a ridiculous high dmg reduction from weapons involving faith armor, the defender flail, restored bhaal gifts(?) and the studded armor from the chosen of cyric component. This might be something to have a look into, I didnt do the maths here but i guess a value of 80 is reachable.

Already noted, this is indeed a serious problem, one that still needs to be deal with. :closedeyes:

I'm thinking most of your lastest shield ideas are okay except i'd add -1 dexterity to medium shield. There is no reason for a moevement penalty, but there is also no reason for it to just be better than a small shield with no drawbacks.

True, but in the GAME (anmd not RL), there is a reason - mostly because the game counts the Medium Shield a better shield than a Small one.

Also the buckler was not used for blocking excpet for missiles and in duels. Because unlike even a small shield it is quite small and so close to the wrist it would do little do stop an attack from a weapon

I can't agree with you entirely - in my opinion, a buckler is very incapable to vlock incoming missiles, mainly because it's size. OTOH, it is capable to deflect (not directly block) melee attacks when positioned the right way.

I'm not really for thieveing or casting failures, but i think slowing down the skills and spells for medium and large sheilds by 1 is balancing and not far fetched condisering its otherwise just benifiting multis even more

Yes, I also condiered adding a +1 to spellcasting speed while using Medium or Tower Shields... we'll see.
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#111 Jinnai

Jinnai

    Bye Sanzo! You'll play with me again next time?

  • Member
  • 377 posts

Posted 12 July 2005 - 02:30 AM

The type of weapons a buckler could safely block were limited to missile weapons and slashing weapons that would give any bonus. Bludegoning weapons would easily break a wrist of one who foolishing decided to block one and piercing weapons, well even small shields can't handly them well.
Posted ImagePosted Image

#112 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 12 July 2005 - 03:54 AM

The type of weapons a buckler could safely block were limited to missile weapons and slashing weapons that would give any bonus. Bludegoning weapons would easily break a wrist of one who foolishing decided to block one and piercing weapons, well even small shields can't handly them well.

As I said, I'm referring to deflecting blows instead of blocking them ;) .
Also, while in RL everything you said would sound much more blieveable, in this game we also have to take care for item balance and their original concept.
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#113 Jinnai

Jinnai

    Bye Sanzo! You'll play with me again next time?

  • Member
  • 377 posts

Posted 12 July 2005 - 04:33 PM

Well as far as the original concept goes, those two things i listed were what was meant in PnP if you can use weapon types, which we can.

However i'd give you that enchanted buckers might be able to block bludgeoning weapons, but not the normal one. None of them should give any bonuses to piercing weapons though. This part is specfically mentioned in several areas in both 2nd and 3rd.
Posted ImagePosted Image

#114 -Drew-

-Drew-
  • Guest

Posted 14 July 2005 - 05:50 PM

A buckler would be able to block any melee weapon if used correctly. A well trained martial artist is able to block a sword strike with his hand without getting hurt if he times and places the block properly. It would be a lot easier to block with a buckler than with your hand.......

#115 Jinnai

Jinnai

    Bye Sanzo! You'll play with me again next time?

  • Member
  • 377 posts

Posted 14 July 2005 - 07:52 PM

If i'm well trained at using daggers I can block the same way every weapon, but you know we're not going to be giving weapons for being so skilled at daggers, even though its appropriate. Why? Because the level of expertise required would be extrodinatly high. The same is true for a buckler as well.

You'd really haveto specialize if fighting style with bucklers only to be able to block any kind of melee attack like that without any risk of injury and do it quite well.

Edited by Jinnai, 14 July 2005 - 07:59 PM.

Posted ImagePosted Image

#116 -Drew-

-Drew-
  • Guest

Posted 15 July 2005 - 03:49 PM

Bucklers were used in tandem with broadswords in fencing. Broadswords are pretty heavy and I'm pretty sure noblemen weren't wearing the bucklers because they looked cool. :( A buckler is a lot sturdier than than you give it credit to be.

#117 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 16 July 2005 - 02:31 AM

It would be nice if you could translate it to slashing or a mix of piercing slashing dmg. I dont know if you have to give the spells then some sort of enchantment lvl since liches and their demi form have enchantment lvl restrictions to hit. So they wont be killed outright somehow.

Hm, if the spell creates "magical blades" or something, it's fitting to stick with magical damage, imho.
On the other hand, I seem to recall that Blade Barrier bypasses MR by default (still a save is to be rolled): if I'm right here, we might imagine those blades as already "real" for our purposes.
Actually, it would be a nice little refinement :)

Ever forward, my darling wind...


#118 Jinnai

Jinnai

    Bye Sanzo! You'll play with me again next time?

  • Member
  • 377 posts

Posted 24 July 2005 - 06:31 PM

Bucklers were used in tandem with broadswords in fencing.  Broadswords are pretty heavy and I'm pretty sure noblemen weren't wearing the bucklers because they looked cool. :(  A buckler is a lot sturdier than than you give it credit to be.

View Post

I did not make them out to be flimsy, but they have limits.

You did not see noblemen trying to block claymores with those bucklers, or warhammers or even a two-handed war axe for the most part. For all the wieght of a broadsword, and i've wielded one, and not one of those cheap lighter versions made today, its nothing to a warhammer, a large full iron mace or claymore.
Posted ImagePosted Image

#119 -silas-

-silas-
  • Guest

Posted 19 August 2005 - 08:50 PM

FYI after reading this thread I got impatient and implemented something like this on my own. I forget exactly what I did, and it's a bit mixed up with other item revisions, but the relevant part was something like this:
studded leather: -1 DEX
hide, chain: -2 DEX
splint: -3 DEX
plate: -4 DEX
full plate: -5 DEX
Any magical version has one less penalty point in all cases.
Elven-made armor also has one less penalty point.

I've only been through chapter 2, but so far I'm really really liking this change. Used to be that DEX was a real powergamer's ability -- you always wanted high DEX on everybody, and every point counted. Now those in plate armors tend to get theirs bumped into the no-bonus range, but it still matters quite a bit for people wearing leather armors. For most characters plate armor is still more effective then leater armors, and for most characters the choice of armor is still more important than utilizing their DEX to the max. So you just end up not worrying about it too much, which is perfect. And in some cases you have to decide whether to have better AC or better missile THAC0. I like being forced to make that tactical decision.

Also, some armors that I used to throw away have become useful. At the end of the shade lord dungeon, the best armor for Mazzy ended up being the Darkmail!

The only hitch so far is that Anomen is kinda screwed. I bumped his natural DEX up to 12 and he was still walking around with it at 7 for a while, which is a little ridiculous. On the other hand, bumping his natural DEX to 12 is an easy and acceptable quick fix for this since, like his normal DEX (10 iirc), it's well within that no-bonus-no-penalty range.

I also changed the AC-versus-weapon-type to resistance-versus-weapon-type. Frankly you never really noticed this in the stock game, and if you do it in a balanced way you still won't notice it too much. I'm not sure it was worth the effort.

#120 -silas-

-silas-
  • Guest

Posted 19 August 2005 - 08:59 PM

Oh yeah, another effect: characters will get hit more with this mod. For much of chapter 2 I've had trouble getting anyone's AC below 0. I still win all the fights but I get beat up more when I do. As far as I'm concerned this is a way to make the game slightly more challenging without adding cheese.