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Static Armor Stats, What Do You Think?


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#1
aaniadyen

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For a custom module I've been working on, I wanted the armor to be static and unchanging. I think I made a system that works, but I'd like to get some other opinions.

What I did was I used different material types and different armor classes (medium, heavy, etc...) and set them to static so they'd never change to create different types of armor. Here's a list of all the armors I've done so far:

Name                             Armor                       Fatigue                    Req Str                     What I Used
1. Raw-Hide Armor       5.00                          3.50%                        10                                Light T1
2. Boiled Leather           6.65                          3.59%                        11                                Light T2
3. Studded Leather       8.30                           3.68%                        12                               Light T3
4. Scalemail Armor       9.80                           11.38%                     18                             Medium T3
5. Chainmail Armor      11.2                            12.36%                     22                             Medium T4
6. Splintmail Armor       12.6                            20.90%                     22                              Heavy T3
7. Field Plate Armor      14.4                            21.85%                     26                              Heavy T4
8. Full Plate Armor         18.2                           33.00%                      26                              Massive T3

All numbers reflect a full set of the armor including chest, boots, gloves, and helmet.

I will add magical armor that might have the base armor have values that shift from this table, this is only a base-line for standard, non-magical armor.

Modifié par aaniadyen, 11 juin 2010 - 10:29 .


#2
mikemike37

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using only the existing materials, I think you have a good selection there to give a decent spread. Of course, tier 4 items are supposed to be better than tier 4 items, and consequently, you are getting a better armour return on your fatigue on your meadium and heavy T4 (armours 5 and 7) than other armours.



If you wanted to put in the extra bit of effort to get greater balance, you could make your own materials with their own rules. this would give you complete control. Take a look at Program Files\\Dragon Age\\tools\\Source\\2DA\\rules\\materialtypes.xls.



If you decide to make the change, I would suggest at least dropping the fatigue on your first two armours, which would bring them closer to the tier 3/4 balance you have with the other pieces. Frankly, the more i consider it, the less it seems hardly worth bothering!

#3
aaniadyen

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mikemike37 wrote...

using only the existing materials, I think you have a good selection there to give a decent spread. Of course, tier 4 items are supposed to be better than tier 4 items, and consequently, you are getting a better armour return on your fatigue on your meadium and heavy T4 (armours 5 and 7) than other armours.

If you wanted to put in the extra bit of effort to get greater balance, you could make your own materials with their own rules. this would give you complete control. Take a look at Program Files\\\\Dragon Age\\\\tools\\\\Source\\\\2DA\\\\rules\\\\materialtypes.xls.

If you decide to make the change, I would suggest at least dropping the fatigue on your first two armours, which would bring them closer to the tier 3/4 balance you have with the other pieces. Frankly, the more i consider it, the less it seems hardly worth bothering!


Thanks. I mostly did it this way because I'm pretty new at this (this is my first module ever). I figured I'd have enough going wrong to work out, so I didn't want to risk editing any 2DA's that I didn't need to. There was one armor (which I can't remember, chain, I think) which I wish I could have fit into a different armor class to use a model exclusive to that, but other than that, I think this worked out ok.