AR & Cost - Full Forti vs Full GM Valo Plate, maybe look into it!

quick_n_dirty

Journeyman
Hello,

Full Forit Plate w. Shield - AR 103
Full Invul. Plate w. Shield - AR 113 (*edited 22.08.2016)
Full GM Valo Plate w. Shield - AR 103

Costs:
Full GM Valo Plate / 118 Ingots (1 Ingot +/-50g / each) = 5900 Gold + some more for failing + Crafting Fee
Full Forti Plate = sold for 17k - 25k
Full Invul. Plate = sold for 25k - 35k (edited 22.08.2016)

I think Full Forti Plate w. Shield should have more AR like 115+ and Full Invul. with Shield about 120+, because is more rare as a Full GM Valo Plate w. Shield. (* edited 22.08.2016)

ATM it makes no sense to farm Forti/Invul Plate (* edited 22.08.2016) when u can buy Full GM Valo Plate. Full GM Valo Plate is cheaper and easier to get then a Forti/Invul.

Ok Forti/invul (* edited 22.08.2016) has a benifit with more dura but u can use Powder on Valo to get higher dura.

But I think magical armor should have more power then a gm crafted, not?

If I missed something or didnt understand something let me know... :D

AND sorry for that bad english! :p

Yours,

Q´n´D

P.S.: Or let us legendary smith make runic plate armor or something like this... I think meta dexxers would like this!

@Shane @eppy
 
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eppy

Grandmaster
Magical armor does have more. You need to look for invul not fort. Personally I would make crafted have more ar but cost s lot more ingots.
 

Bromista

Grandmaster
And for runic/magic armor, sure blacksmith runic hammers don't add properties to metal armor but that's where barbed runic sewing kits come in. It gives something of value to tailor BOD rewards and you can make both dexer armor and mage armor so it's a good compromise.
 

Josh D

Grandmaster
I think its about 117 with the changes that were made.

I agree, crafting armor needs a boost, good for economy. Perhaps having the colored metals give a chance at magical properties, much like colored woods do. Yes I know that runic hammers make awesome weapons (at least gold+ do), but having the armors be random modifiers, like wood, would add value to colored ores besides just valorite
 

Josh D

Grandmaster
Yeah I agree, I think they should make it like colored wood where you can get magical or slayer properties off crafting with it, higher value ingots = higher level properties.
 

quick_n_dirty

Journeyman
I edited the main text a bit u see this with (* edited 22.08.2016)...

Next suggestion where I think it would be better for craftsmen, if only Legendary Smith can imbue slayer properties on armors and NOT everybody without any craft skill or implement imbuing as skill for it...

@eppy
 

Elizabeth Gold

Grandmaster
so many directions you can go with colored armors/shields... just brainstorming a few, ofcourse this is just an example. Not saying this is the solution or balanced in any way:
  • Dull copper: +200% durability per armor part.
  • Shadow: -50% durability, no stealth penalty per armor part.
  • Copper: 1 less mana consumption casting lighting (11 mana) and energybolt (20 mana) but 1 extra damage when hit by those spells per armor part. (doesn't apply to shields as they are disarmed when casting)
  • Bronze: +100% durabilty, 1 less mana consumption casting fireball (9 mana), explosion (20 mana) and flamestrike (40 mana) but 1 extra damage when hit by those spells per armor part. (doesn't apply to shields as they are disarmed when casting)
  • Gold: 1-2hp extra healing with bandages (healing or vetrinary) or magery (heal or greater heal) per armor part. (doesn't apply to shields with magery as they are disarmed when casting)
  • Agapite: regain 2 health/stamina/mana if you kill a creature over 100hp per armor part.
  • Verite: -10% poison duration (wears off) per armor part.
  • Valorite: only 1 glowing runes is consumed randomly when enhancing per armor part. (and allows shield to be enhanced as well.
 
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so many directions you can go with colored armors/shields... just brainstorming a few, ofcourse this is just an example. Not saying this is the solution or balanced in any way:
  • Dull copper: +200% durability per armor part.
  • Shadow: -50% durability, no stealth penalty per armor part.
  • Copper: 1 less mana consumption casting lighting (11 mana) and energybolt (20 mana) but 1 extra damage when hit by those spells per armor part. (doesn't apply to shields as they are disarmed when casting)
  • Bronze: +100% durabilty, 1 less mana consumption casting fireball (9 mana), explosion (20 mana) and flamestrike (40 mana) but 1 extra damage when hit by those spells per armor part. (doesn't apply to shields as they are disarmed when casting)
  • Gold: 1-2hp extra healing with bandages (healing or vetrinary) or magery (heal or greater heal) per armor part. (doesn't apply to shields with magery as they are disarmed when casting)
  • Agapite: regain 2 health/stamina/mana if you kill a creature over 100hp per armor part.
  • Verite: -10% poison duration (wears off) per armor part.
  • Valorite: only 1 glowing runes is consumed randomly when enhancing per armor part. (and allows shield to be enhanced as well.

Spoken like someone that's in the ingot market... hehe

Creative ideas though.
 

Rikket_The_Rogue

Grandmaster
They should add gem armor or gem encrusting for magic resist


Sent from my iPhone using Tapatalk

Honestly I don't think that's a good idea. Axers already dominate mages, and other dexxers are on par, and for mages it would just prolong the fight (maybe even to the point where both mages just run out of mana and need to withdraw).

It might be a nice idea for PvM, however the Defense tali already pretty much makes you invulnerable in PvM.

I do wish gems had more of a purpose in the game. I remember they used to charge comm crystals, but we don't have those. Mostly because of tech advancement in real life (IM's, skype, ect-ect) but I still kinda wish we had them.
 
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