Karma Armor/saved posts
Topic: Duskruin Arena
Message #: 11448
Author: GS4-QUILIC
Date: 1/27/2020
Subject: What Goes Around - A Duskruin Teaser
She stayed as still as she could, though she could feel her insides shaking in terror. The drooling monstrosity snuffled around, knowing she was still nearby, but unable to locate her just yet. She clutched her dagger tightly, blinking away the droplets of sweat streaming into her eyes, as she lined up her shot. She knew she would need to be swift, and precise... or she would be dead. The thing turned its scaly head in her direction and she knew she had to strike. With a whispered prayer, she leapt from hiding, her knife streaking down towards the thing's right eye!
And she barely missed. Her dagger clanged against the thing's armored eye socket and was diverted away, striking the cobblestone floor with its momentum still mostly intact. The impact jolted up her arm, and the reverberations made her hand go numb. She bit back a curse, and tried to roll away, desperately looking for another place to hide, but the thing's stinking breath wafted over her in a putrid breeze that indicated its horrifying proximity, and she knew she was out of luck. The hulking beast opened its mouth wide, its rows of needle-sharp teeth glistening, and chomped down on her arm with a ferocious bite!
Her armor flared just as the thing's teeth touched it, a brilliant white light, and she grinned widely, relief flooding through her system as the teeth were halted completely where they were. The beast recoiled in surprise, its misshapen head cocked to one side in clear bewilderment. She felt her grin turn feral as she whispered a phrase, and her armor... responded.
A vague image formed around her for the briefest of moments, apparitions of various piercing implements, and then a beam of pure force leapt forth from her armor, striking the hulking thing square in the snout! The force obliterated the thing, stripping its flesh from its bones and rendering it a formless hunk of foul-smelling meat. Her grin turned somewhat cocky and she flipped her dagger through the air as she began to whistle a jaunty tune. ---
-GM Quilic
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Topic: Duskruin Arena
Message #: 11468
Author: GS4-QUILIC
Date: 1/31/2020
Subject: What Goes Around - A Second Duskruin Teaser
The dwarf groaned as he hauled the sack of metal up the narrow staircase, cursing under his breath at the weight of it. When he reached the door at the top, he banged a gauntlet-covered fist three times against the frame and hollered, "It's me!" before turning the handle and letting himself in.
The inside of the workshop was dingy and dark, but the dwarf was used to such places. Piles of rubble were strewn around the space, separated by some unfathomable set of characteristics, but at the far end, hunched over a workbench, sat a slight form. The dwarf growled something under his breath and re-settled the heavy sack over his shoulder before trudging forward.
"Hey, I brought ye some more. Good stuff this time! Nice heavy steel!" he rasped, dropping the sack with a clatter.
The figure turned its head just enough to peer at the dwarf with one eye, which then flicked down to the sack once.
"No metal!" the form chirruped, its voice oddly discordant.
The dwarf gaped at it.
"What ye mean, no metal?!?" he sputtered.
The form turned away, humming softly in an eerie singsong.
The dwarf felt his face grow hot, and his mouth stretched into a snarl.
"Now ye look here! I been gettin' ye piles of this... garbage... an' ye been doin' yer magic on 'em. But then I bring ye some REAL armor, an' ye just turn away? What's yer game here?!"
The figure went quiet, then turned slowly, all the way around, and the dwarf bit his lip. The face was half-melted, the features seemingly made out of wax. The scar tissue rolled down the contours of the underlying bone in rivulets of knobby red and white flesh, and half of the mouth seemed to be simply missing, buried underneath melted flaps of skin.
The figure spoke very quietly, its voice eerily high-pitched and musical.
"No more metal for me... It's done enough, you see?"
The dwarf took a careful step backward, then bobbed his head a couple of times.
"What... what 'bout some 'a that harder leather stuff, then? Would that work?"
The figure regarded him for a long moment, then held its hands up. One hand held a needle and thread, but the other was almost unrecognizable. It too had been melted, in grotesque fashion, and the knobby protrusions that were where the fingers should have been were like spindly branches sticking out of a misshapen oval of marbled flesh.
"For hands, I only have these... so only the soft ones, please..." it warbled.
The dwarf bobbed his head a few more times, his lips flapping with the movement.
"Er... right. More soft stuff. Ye... ye got it," he stammered, then turned and fled.
The figure regarded him for a moment, then turned back to its workbench, carefully stitching the soft leather he had placed there. It was misshapen, but roughly identifiable as armor. The crimson thread he used fairly buzzed with arcane energy, and the magic pulsed and ebbed as he hummed, weaving itself into the fabric of the armor. When he was finished, he whispered a phrase and the armor seemed to... respond. The figure nodded his approval, then slung the armor across the room. He raised one hand and muttered a quick, singsong phrase, and a lance of fire leapt from his palm, streaking towards the armor!
The armor flared a bright white, and the fire disappeared completely. The figure grunted once in satisfaction, then turned back to his workbench and grabbed another bit of soft leather, this time with a different color thread, and began to work.
OOC: This armor will only be available in soft leather bases for this run. Light leather, Full leather, Reinforced leather, and Double leather.
-GM Quilic
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Topic: Duskruin Arena
Message #: 11566
Author: GS4-QUILIC
Date: 2/6/2020
Subject: What Goes Around - Karma Armor Details
Karma Armor has an {A}% chance to 'absorb' an incoming attack, depending on what type of attack it is. On a successful 'absorption', the Karma Armor will absorb {B}% of the total damage and store it. The armor has a maximum capacity of {C}. {D} times a day, the Armor can 'discharge' stored damage in a single-target attack, utilizing SMR2 weighted somewhat in the player's favor.
Each of the variables contained in brackets above can be unlocked to higher values, through the use of unlock waivers.
Notable Notes:
All armor is soft leather. Yes, this means no robes at this time. Light leather, full leather, reinforced leather, and double leather only, and all are 4x off the shelf.
{A}, {B}, and {C} are all damage type-specific. This means that each damage type is handled completely separately, and can (and likely will) have different values for each of those fields.
{A}% chance to absorb - Off the shelf, this is 1%, Unlock certs cost 10,000 Bloodscrip, and each grant +1%, with a maximum possible of 10%. This means that there is the potential for a 10% chance to completely nullify an incoming attack of a particular damage type, when fully unlocked.
{B}% of total damage absorbed - Off the shelf, this is 5%. Unlock certs cost 2,000 Bloodscrip, and each grants +5%, with a maximum possible of 95%.
{C} - Off the shelf, this is set to 1000 damage. Unlock certs cost 500 Bloodscrip, and each grants +100 damage, with a maximum possible of 9900 total damage capacity.
{D} - Off the shelf, this is set to 1x/Day. Unlock certs cost 2,500 Bloodscrip, and each grants another 1x/day.
There are a total of 28 armors in stock, one of each damage type for each base of armor. Elemental armors (the ones unlocked for elemental damage types) are 10,000 Bloodscrip off the shelf. Physical armors (the ones unlocked for physical damage types) are 12,000 Bloodscrip off the shelf.
Extra damage type waivers are available for 25,000 Bloodscrip, and each will grant an extra damage type to an existing set of armor. This means that if you buy a set of fire-unlocked armor, you can buy a slash waiver for 25,000 Bloodscrip, apply it, and then your armor will have the baseline chance to absorb both slash AND fire damage.
IMPORTANT TO NOTE:
ALL Karma Armor waivers are available in limited quantities. These amounts vary by the type of waiver, but the only thing available in unlimited quantity are the off the shelf armors.
-GM Quilic
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Topic: Duskruin Arena
Message #: 11693
Author: GS4-QUILIC
Date: 2/13/2020
Subject: Karma Armor - Q&A
Hi all,
Several questions have been tossed around regarding Karma Armor, so I thought I'd address them all in one swell foop.
Q; Can these armors be changed to other AsGs?
A: Newp. These are hardcoded to only be soft leather, no matter what sort of machinations you're considering. They are ineligible for any sort of AsG change. This was a condition of approval for the overall idea, since otherwise they're treading a bit too close to overpowered.
Q: Can someone explain the whole "absorption" thing?
A: Sure!
So, your armor will always attempt to absorb every attack that comes in. In order for it to be successful, it needs to be unlocked for the incoming damage flavor, and it needs to pass a percentage check. There's no limit on the number of times the armor can absorb, and if it DOES successfully absorb an incoming attack, all damage to you is negated. This potential absorption is capped at 10% per damage type, so hypothetically you could unlock all 3 physical damage types (pierce, slash, and crush) and unlock each type to 10% and you would forever have a 10% chance to negate all incoming physical damage. To the best of my knowledge, this is either the most effective (in terms of percentage chance to occur) damage negation in the game, or very close to it. Damage negation is "step 1".
When your armor successfully absorbs an incoming attack, it stores a percentage of the overall damage (despite the fact that zero gets through to you) for later use. There is a cap on the amount of damage that can be stored, but it's pretty high off the shelf, and the unlocks are pretty reasonable for this. Of note, each damage type has its own "pool" of stored energy. Storing of incoming damage is "step 2".
X/Day (1x/day off the shelf), you can DISCHARGE your armor at a single target. This uses an SMR check, but it's weighted pretty heavily in the wearer's favor. When you hit, you deal straight HP damage (NOT the specific type that is being discharged) to the creature. If you passed the SMR check with a high enough value, the armor will deal exactly enough damage to kill the target, conserving the rest of the potential damage for another strike. The one notable caveat here is that the armor will cap at dealing 500 damage per blow. This is to prevent some poor storyline GM from crafting their Big Bad Guy and rolling them out only for someone to waltz to their locker, grab their charged up armor, and vaporize it in a single blow. The discharge/attack is "step 3".
Q: Will the "discharge" hit/kill undead?
A: Absolutely.
Q: Will this armor ever be offered as {robes|plate|chain|socks}?
A: Fairly unlikely. Certainly not at this run, and if it were to ever be expanded to other AsGs, it would likely be decreased in power, increased in price, or both. Choosing soft leather armor was my avenue to pursue approval to make these the way they are.
Q: Will the script ever be offered for adding to pre-existing armor?
A: I haven't a clue! I can certainly ask down the line, but as of right now there haven't been any discussions in that direction.
Q: Why are there so many unlocks! I just want something that works off the shelf!
A: I hear you! But the intent here is to let people craft their "own" set of armor the way they want it. If you hunt in an area where you're seeing lots of fire damage come down the pike, then you might want to emphasize fire-based unlocks. If you're tired of getting squashed by crush damage, maybe that's your cup of tea. The idea was (and is) to allow people to unlock their personal set to their own taste. That's not going to change for this armor, but I have heard the complaints about the number of unlocks, and I'll keep that in mind going forward.
Thanks for the feedback/interest, and happy Duskruining! -=--
-GM Quilic
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Topic: Duskruin Arena
Message #: 11699
Author: GS4-QUILIC
Date: 2/13/2020
Subject: Karma Armor - Q&A
Karma Armor is "able" to be unlocked for seven different damage types: Fire, Cold, Vibration, Electricity, Slash, (K)rush, and Pierce. Every set of armor is able to be unlocked to handle all seven types.
-GM Quilic
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Topic: Duskruin Arena
Message #: 11738
Author: GS4-QUILIC
Date: 2/19/2020
Subject: Karma Armor - Q&A
Answers!
>>Your cracked aketon can be discharged 10 times per day: What is the max amount of discharges you can have per day?
You can have a maximum of 99 discharges a day before the script can't handle it any longer. That's the only limitation here.
>>If I have all seven damage types unlocked will it absorb all 7 at any given time or do i only get to choose 1 damage to be absorbed at a time?
Your armor will always analyze incoming damage, then check and see if the incoming damage type has been unlocked for your armor. If it has, then it rolls the dice for the percentage chance to absorb. You do not choose which single damage you are "set up" to absorb, ever.
>>Can you let us know the enchant and Ensorcell difficulty?
Enchant difficulty is 270, Ensorcell difficulty is 200
>>To confirm: regardless of what the armor is set to (by the user) at any given moment, if your "% chance to trigger" for ANY damage type is non-zero, then there is a chance for absorption, correct?
This is correct.
>>Is there a way to SEE what the pools' sizes are? When you whisper you to the armor you get told that it is currently holding X points ('0' when you start) of that type, but when you use a waiving (silver?) to increase the pool size it just says, "Okay, yep, you did."... and no further feedback. Even if you were previously at capped points for that pool, you would then have to a) get hit and b) trigger an absorption in order to be able to see the pool size limit having gone up.
I see the difficulty here. I'll update the script in the next 24 hours or so to display that information when you whisper to it. Thank you for the suggestion!
>>And when you 'discharge', it draws from "the pool to which the armor is set at that time (by the user)", correct? (But does not do "damage of that type", it just "does damage"?)
This is correct, in both respects.
>>Are the "# of discharge per day" keyed to the ARMOR ("You Can Do Four"), or to the damage type ("You can do one from Fire, two from Cold, one from Pierce...")?
Number of discharges per day are keyed to the armor, not to the damage type. You can discharge any damage type you have a 'pool' for, provided you have 'daily discharges' left to do so.
>>If things do wind up changing, will prior purchasers get retcon'd to the different price point? (If bronze waivers turn into 7500 apiece instead of 10000, if someone used 3 [30k spent] would they benefit from 4 [30k spent at the new price point], or get a rebate, or anything at all?)
Negative. The pricing is what it is for this run, and if the price changes on a later run, then that will be "the" price... until/unless it changes again, naturally.
>>is the % to trigger checked ONLY for 'what causes basic damage', or do FLARES get checked also? (Like a creature picking up a Slashing drake falchion and swinging it at us: does only the Slash trigger, or can the fire flare also trigger independently?) (And if the latter... are "feras weapons" a completely cheesy way of trying to juice up your armor? If you have a partner attacking you with them outside of town limits just to trigger flares, would that be legit? Again, this is "assuming that flares can trigger it".)
Couple of things here: First and foremost, the armor will only activate if the source of the incoming damage is a creature attack. So you're welcome to get a partner to chop away at you with a feras falchion... just let me know ahead of time so I can watch. ;) Secondly, ANY incoming damage (from a creature attack) is analyzed. This would include flares from their weapons, unless I'm very much mistaken.
>>Does it have to come from an "attack" (AS/DS check), or do maneuvers count? Earthen Fury, anyone? (So, same question as above, basically: "standing in a FireCloud" would be legit? DeathCloud? [Those are lightning, aren't they?])
Same answer, essentially, as above. The one caveat would be "cloud" damage, which I'm not sure about, though I will look into it and let you know. Earthen fury should be processed "correctly".
>>How about dangerous effects?
I'm unsure about the examples you mentioned, but I will test and let you know soonish (likely tomorrow evening).
>>When absorptions happen, if you are only unlocked to a small percentage, if the math comes out the "less than 1" do you still get at least +1 in that damage type's pool, or "truncate to 0"?
You'll always get 1, minimum. That's hardcoded in (otherwise the whole thing gets REALLY confused behind the scenes, and the numbers get garbled).
Thanks all for the questions! I'll test those things and post here when I have solid answers.
-GM Quilic
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Topic: Duskruin Arena
Message #: 11754
Author: GS4-QUILIC
Date: 2/20/2020
Subject: Karma Armor - Q&A
Moar answers!
Sadly, I do not have the best of news with regards to "other" forms of damage. I tested glacei, fire mages, and mylkians, as well as a few other things, and the armor does not react to any of those. Things of that nature do damage "outside" of combat damage processing, which is all that Karma Armor is concerned with.
With regards to a scarab, if the scarab were disturbed after being removed from a box (and before disarming it), then the armor would react as normal. At that point it's just a creature. However missing a trap or fumbling it is a different source of damage altogether and the armor's script will ignore it.
The armor DOES have a chance to absorb Earthen Fury Damage. This is handled the same way as a straight attack.
Finally, WHISPER INFO FULL is almost done being coded, and will present a grid showing all the armor's valid information. This change should be rolled in sometime in the next 24 hours or so. It just needs a little more tweaking.
-GM Quilic
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