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Hawke's Armor...a system question/speculation


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#1
crimzontearz

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no....this is not a thread about "ZOMG only Hawke can be customized?????" or "**** where did my inventory go?"


this is about "how" armor will work system wise


will armor work essentially as it did in DA:O? Armor pieces are there simply to add armor rating and   special armor pieces confer bonuses....(with the full set options of course)


or will DA2 go the ME2 way with armor? different pieces for each "part" of his armor are not much better than one another for protection per se but they offer widely different bonuses which can be stacked with those granted by other pieces (this kinda seems more likely since I do not see tiers indicators on the  inventory screenshots)

and even if the latter was true.....would it be a bad thing at all? I mean just because complexity has shifted from Material Tiers and full sets to say full sets and individual bonuses interlocking with other bonuses conferred by other armor pieces does not mean that said complexity is diminished at all....only changed.

Also we can tell by the  inventory screens that armor rating stands  so far so on top of the other bonuses some armor might be actually "better" at basic protection than other pieces even tho material tiers seem to be gone so far

how do you think it will work this time around?

Devs? feel like enlightening us?

#2
Mike Laidlaw

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crimzontearz wrote...
Devs? feel like enlightening us?


Pretty close to origins. This time out we're using materials as more of an aesthetic thing (so you can tell what color the armor will be before you buy it, for instance), and relying more heavily on stats for progression. I'm quite happy about that, it means that the best armor in the game won't all be the same shade.

Generally speaking, though, you'll find armors of higher protection value, better enchantments, and rune slots over time.

#3
Mike Laidlaw

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crimzontearz wrote...

meaning I "could" find a dragonbone plate at the beginning of the game (looking all reddish and stuff) conferring less protection/runes/bonuses of say a steel plate that I'll find on a drop 3 hours later?

just trying to understand


You could find red platemail that's weaker than grey/silver platemail you find later, yes. They won't be called dragonbone and steel, though. The names have been changed to better accent that materials are an aesthetic choice.

#4
Mike Laidlaw

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Nerivant wrote...

Will there be a system to change the coloring of armor?


Sure there will: finding or purchasing new armor.

I totally get the urge to do armor customization, but it didn't fit in the schedule. However I think being able to find different colors of equally powered armor gets us closer to defining your look than we had before, so I'm calling it a win.

#5
Mike Laidlaw

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Brockololly wrote...

So the tiers of armor/weapons are totally gone now? Doesn't the whole star system basically approximate the tiers though?

So long as we can clearly tell what stats everything is, thats cool.


Stars are something like tiers, but whereas materials only affected base stats, stars account for special properties on the items and are more dynamic.

A 5 star ring for a mage might only register as 1 star for a warrior, were it giving you +magic and +mana. Sure, there's a very tiny reason a warrior might want more magic (magic resist, mostly), but there's LOTS of reasons a mage would want to push that stat up.

#6
Mike Laidlaw

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Pseudocognition wrote...

Will there be a place to keep said armor for us equipment hoarders?


Maybe, if you ask reallllllly nicely.
And are kind to puppies.

#7
Seb Hanlon

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Brockololly wrote...

Mike Laidlaw wrote...
Stars are something like tiers, but whereas materials only affected base stats, stars account for special properties on the items and are more dynamic.

A 5 star ring for a mage might only register as 1 star for a warrior, were it giving you +magic and +mana. Sure, there's a very tiny reason a warrior might want more magic (magic resist, mostly), but there's LOTS of reasons a mage would want to push that stat up.


Ok, but will it be clear as to how the star ratings are being formulated? Like you said, maybe a ring is better for a mage than a warrior given it does X for magic and Y for mana, but will that specific blurb about why its been given that star rating be evident in the game? Or is that just something you'll figure out by being able to see the full stats on the given item?


Bingo. Stars are for first-glance assessment; we've additionally tried to make the stats and effects of equipment and items more clearly and explicitly visible in the GUIs than they were in Origins.

#8
Peter Thomas

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Stars:

An item with no properties that is appropriate to your level will be 2 stars. If it's lower, it will be 1 star (or 0, if really bad). If it's a weapon or something not really usable/appropriate for your class, it will be less stars as well. Lets assume an appropriate ring that can be used by any class. Your "star" score is 2.0.

Each additional item property on the item adds to that number, but the amount it adds is based on the assumed utility to the class examining it. This is an entirely arbitrary number which acts as a general guide. Let's use Strength as an example. Strength is important for a Warrior, so each Strength property adds 1.0 to the star rating. For Rogues and Mages, Strength is less important, so it only add 0.25. A ring with a power level 2 Strength property on it would have 4 stars for a Warrior, but only 2.5 stars if examined by a Rogue or Mage. When you level up, that same ring might not be as useful anymore. It might then appear as only 3.5 stars for the Warrior, and 2 stars for the Rogue and Mage. You'd have to find a new, better 4 star ring.

Those numbers are just an example of how the system works, and not real game content. It's not intended to be perfect, but an average player should find it useful. Specific builds may find utility in using items that have a lower star rating, but whose properties are much more suited to their specific role/style of play.



Armor:

Armor works a bit differently than it did in DAO. DAO's system was that your armor value is directly subtracted from damage dealt to you. This led to later situations where Warriors would have tons of armor and Mages/Rogues had little. In order for Warriors to be hurt, enemies would have to do tons of damage, but that same damage amount would completely destroy the other classes in a few hits.

The armor system that we have now is that each piece of armor adds to the Armor property on your character. Against a creature of your level, a given Armor score absorbs a certain percentage of the damage done against you. For example, a full suit of Heavy armor at first level could give a Warrior 40 Armor. This amount of armor against a normal level 1 creature will absorb 80% of the physical damage it does. The chest piece might give you 20 Armor, the helm 10, the gloves 5 and the boots 5 (for example). The Warrior might then equip a shield, boosting his Armor up to 60. He now absorbs 85% of the physical damage done to him. When he levels up, though, an Armor score of 60 will only absorb 82% of the damage done by a normal level 2 creature. Finding better equipment will allow him to keep the amount of damage he absorbs high. These numbers are all examples, of course.

Different classes of armor have different ranges for the amount of Armor they give and the requirements for using them, but they all function in the same way. Your character sheet tells you what your total Armor score is, and also the percentage of physical damage that that score will absorb against a normal equal level creature.

Modifié par Peter Thomas, 22 novembre 2010 - 11:40 .


#9
Peter Thomas

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Xewaka wrote...

I am curious, will we see direct relation numbers on our character sheet, or in a theoretical "game manual"? For example, X amount of strenght equals + Y damage and +Z melee hit chance? Or will this be "hidden" in the system?


I can't talk about other sources of information, but on your character sheet, when you put a point in a stat, you see the value of the derived property change as well.

#10
Peter Thomas

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Shevy_001 wrote...

Thanks for the info Peter. I'm curious about that star system.

A question about the armor changes:

So , in your example a warrior with 40 armor has 80% physical absorb. How much armor would a rogue need to reach the same percentage of absorb? From what I understood, he would need a lesser armor value to gain the same absorb. Is that correct?


No, all classes would need 40 Armor (in the example) to absorb 80%. If the armor the Rogue is wearing only gives him 35 Armor (because it's not Heavy), then he would absorb less damage (say 60% in this example).