Template:Armor characteristics
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Light, medium, and heavy armor weights have different characteristics.[3]
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.[3]
- The stat values on armor can include both damage dealing and damage mitigation stats.[2]
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[3] – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[3][3][4]
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[3] – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.[3][5]
- There will be strengths and weaknesses for armor sets that opponents can exploit with gear enhancements, for example.[3]
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[3] – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and 主動格擋.[3]
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[3] – Steven Sharif