Armor Mastery

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Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Armor Mastery

#1 Post by Elkan »

Given that we now have a decent selection of talents for armour using classes the armour masteries are very hard to justify more than a single point spend, as the extra armour is of very little use compared to a talent point spent almost anywhere else.

it might be worthwhile to either make the additional armour scale, for example massive armor mastery could grant +1/2/3/4/5 armour and +5%/10%/15%/20%/25% contribution from massive armour items.

Alternativly. points in the skill could offer a reduction in the fatigue penalties associated with heavy armour classes. representing the warrior who never removes his armour becomming completely used to its weight and finding himself unimpeded by it.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Armor Mastery

#2 Post by edge2054 »

Yeah, I've never spent more then one point in these talents.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: Armor Mastery

#3 Post by madmonk »

edge2054 wrote:Yeah, I've never spent more then one point in these talents.
Me too! I quite like the idea of Elkan's stamina reduction (as well as increased defence)!
Regards

Jon.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Armor Mastery

#4 Post by Zonk »

I agree with the OP - I actually remember starting to code an alternate version of the talent that would work like that(though I stopped eventually).

I think if we do it this way - providing % bonuses to protection and reductions to fatigue, and keep in mind that the damage/life system CAN handle fractional numbers - we might not even need to have 2 separate 'light' and 'heavy'armour talents, since light armour would already benefit less from relative modifiers.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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