Armor Specialization/saved posts: Difference between revisions
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The [[mana]] cost reduction from [[Armored casting]] has been increased from 10% to 15% per rank. |
The [[mana]] cost reduction from [[Armored casting]] has been increased from 10% to 15% per rank. |
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Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement are now displayed in [[SPELL (verb)|SPELL ACTIVE]] and the Active Spells [[ |
Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement are now displayed in [[SPELL (verb)|SPELL ACTIVE]] and the Active Spells [[Wrayth]] window. |
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[[Category:Armor Enhancements]] |
[[Category:Armor Enhancements]] |
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[[Category:Armor |
[[Category:Armor Specializations]] |
Latest revision as of 09:06, 15 November 2023
New Armor System Released!
Topic: All About Armor
Message #: 2867
Author: GS4-COASE
Date: 4/2/2009 12:24:31 AM
Subject: New Armor System Released!
A significant new addition to the armor system for Warriors, Rogues, and Paladins has been released: the Armor Specialization List.
This system is broadly similiar in nature the existing Combat Maneuver List (CMAN) system. Each rank in the Armor Use skill will now provide an Armor Training Point to Warriors/Rogues/Paladins. These points can then be spent to learn Armor Specializations via the ARMOR verb.
These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill). For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.
Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities. There are two types of Armor Specializations that players can train in: Damage Specializations and General Specializations. The Slash/Crush/Puncture protections make up the Damage Specialization group. The Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement abilities make up the General Specialization group.
A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it. For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support. Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted). General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.
The following is the list of available Specializations:
Skill Name: Slash Protection
Mnemonic: slash
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
Available to: Warriors.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it is more resistant to slashing attacks.
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.
The number of slashing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).
Skill Name: Crush Protection
Mnemonic: crush
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
Available to: Warriors.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it is more resistant to crushing attacks.
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.
The number of crushing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).
Skill Name: Puncture Protection
Mnemonic: puncture
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
Available to: Warriors.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it is more resistant to puncture attacks.
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.
The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).
Skill Name: Armor Support
Mnemonic: support
Other Requirements: None.
Available to: Warriors.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 25
Rank 3: 30
Rank 4: 35
Rank 5: 40
Description: Adjusts a person's armor so that it better supports the weight of their gear. Reduces encumbrance by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).
Skill Name: Armored Evasion
Mnemonic: evasion
Other Requirements: None.
Available to: Rogues.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it is better fitted for dodging attacks. Reduces the Armor Action Penalty by (Rank * (7 - Armor Group)) / 2.
Skill Name: Armored Casting
Mnemonic: casting
Other Requirements: None.
Available to: Paladins.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that they can better recover from a failed spell casting attempt. Reduces the amount of mana lost when failing to cast a spell due to armor hindrance by 10% per rank (all fractions dropped).
Skill Name: Armored Fluidity
Mnemonic: fluidity
Other Requirements: None.
Available to: Paladins.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).
Skill Name: Armored Stealth
Mnemonic: stealth
Other Requirements: None.
Available to: Rogues.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it can help mask their movements. Provides a bonus to Stealth rolls equal to (Rank * 2 * (5 - Armor Group)).
Skill Name: Armor Reinforcement
Mnemonic: reinforcement
Other Requirements: None.
Available to: Warriors.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 7)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.
Coase (Yes, I'm back)
Armor Fluidity Documentation Correction
Topic: All About Armor
Message #: 3013
Author: GS4-COASE
Date: 4/2/2009 11:17:26 PM
Subject: Armor Fluidity Documentation Correction
The both the posted and in-game documentation for Armored Fluidity contained a large error in describing how it actually works. The previously released description read:
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).
The corrected description now reads:
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the base spell failure chance per rank (all fractions dropped).
Armored Fluidity actually affects the base spell failure chance (see the chart at http://www.play.net/gs4/info/armory/armor.asp), and not the final spell failure chance. My apologies for the error.
Coase
Armor Specialization Update
Topic: All About Armor
Message #: 3168
Author: GS4-COASE
Date: 4/8/2009 12:41:17 AM
Subject: Armor Specialization Update
The mana cost reduction from Armored casting has been increased from 10% to 15% per rank.
Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement are now displayed in SPELL ACTIVE and the Active Spells Wrayth window.
Coase
Demeanor
Topic: All About Armor
Message #: 324
Author: GS4-FINROS
Date: 04/21/2013 09:27 PM EDT
Subject: Re: ARMOR adjustments and demeanor
>>Can ARMOR adjustments be changed to allow for demeanor? -ISMANO
Done. Note that being members of the same group trumps demeanor, however.
Armor Evasion and Armor Stealth Refreshing
Topic: So You Want to be a Rogue?
Message #: 982
Author: GS4-IXIX
Date: 08/02/2015 09:01 AM EDT
Subject: Re: Armor skills inquiries
I think that the last time that it came up I was looking for a specific thing (CMANs perhaps) that was being discussed, and missed these other mechanics. My apologies for the confusion.
Something else.
You do have to refresh your armor skill when learning a rank in evasion to apply your new skill, but you do not have to remove/wear the armor first. Armored stealth is the same way.
Ixix