We should be able to craft arms/legs for armor upgrades
#1
Posté 06 septembre 2015 - 04:04
- Beerfish, Felis Menari, zambingo et 6 autres aiment ceci
#2
Posté 06 septembre 2015 - 04:13
I approve.
#3
Posté 06 septembre 2015 - 04:38
I find it odd you get no Melee Defense upgrades for Mages, especially since Luke explained what "Melee" is...
For those that didn't catch that golden nugget, "Melee" is anything less than 3 meters away from you. "Range" is anything more than 3 meters away from you. Don't get anything at exactly 3 meters from you or the game CTD not knowing what to do (paradox and all)
With that said, the Virtuoso and the Saarebas would benefit crazy from Melee Defense as they tend to play in the middle of everything. Some Necro builds also would benefit a lot.
Why BW restrict the upgrades to Range or Magic only?!?!?
- MizFredderson et Caldyrvan aiment ceci
#4
Posté 06 septembre 2015 - 05:00
OMG yes to all of the above!!!!
- Caldyrvan aime ceci
#5
Posté 06 septembre 2015 - 07:28
Every class has very limited different armor upgrades and someone thought it makes sense, it does not.
But I would be very happy to be able to craft at least the upgrades as they exist. Still messing with low level upgrades on some characters cause high level upgrades don´t drop or I get low level upgrades again.
Being able to craft the better oder best upgrades would be nice, I have lots of materials here gathering dust ![]()
- zambingo aime ceci
#6
Posté 06 septembre 2015 - 07:32
#7
Posté 06 septembre 2015 - 09:21
No he didn't, but I don't think it goes past 80% resist.@Thirdrace did he say if these mods still work once you get 80% defense by having 170 in a stat?
The only things "assumed" to give you more than 80% resist damage are some abilities like Flask of Frost (85%). I'm not even sure it actually get past 80% with abilities, I wouldn't be surprised the tooltip straight up lie to us and still caps at 80%...
#8
Posté 07 septembre 2015 - 12:45
There is a difference between "defence" and "resist".
A resist potion still helps after you cap out on 80% magic defence.
#9
Posté 07 septembre 2015 - 03:08
There is a difference between "defence" and "resist".
A resist potion still helps after you cap out on 80% magic defence.
Fire/Cold/Electric/Spirit have a cap of 80% too. It's multiplicative to Magic Resist. So if you get hit for 100 damage, you should get hit for 4 damage (100 damage - 80% = 20 damage - 80% = 4 damage).
That's one of the reason why some magic effects hit us so hard, notably Fire. Bioware use that "double resistance" to make Magic deal more damage to compensate. So instead of having a low Fire DOT, we get an insane one to compensate for the enormous resistance you can get.
That's also why Fire, Cold and Electric potions are still worthwhile even after some promotions to your Willpower (magic defense). Spirit Resistance is a bit less problematic because there's a whole faction using Spirit damage. If they were to deal the same amount of damage as Fire, Cold and Electric, we wouldn't survive most encounters against Demons. Although I must admit, Demons are by far the easiest faction right now, they could benefit from a tiny bit of a boost on that side...
#10
Posté 07 septembre 2015 - 03:15
Fire/Cold/Electric/Spirit have a cap of 80% too. It's multiplicative to Magic Resist. So if you get hit for 100 damage, you should get hit for 4 damage (100 damage - 80% = 20 damage - 80% = 4 damage).
That's one of the reason why some magic effects hit us so hard, notably Fire. Bioware use that "double resistance" to make Magic deal more damage to compensate. So instead of having a low Fire DOT, we get an insane one to compensate for the enormous resistance you can get.
That's also why Fire, Cold and Electric potions are still worthwhile even after some promotions to your Willpower (magic defense). Spirit Resistance is a bit less problematic because there's a whole faction using Spirit damage. If they were to deal the same amount of damage as Fire, Cold and Electric, we wouldn't survive most encounters against Demons. Although I must admit, Demons are by far the easiest faction right now, they could benefit from a tiny bit of a boost on that side...
They have specialty units in Demons however that use Fire and Cold, so they still have a good chance to deal massive damage if not handled carefully. Plus in later stages of the game (SP and MP) they have the Kings of Knockdown (band name already claimed) in their Terror Demons. At this point they're still fun and manageable to a well tuned party at later difficulties, just challenging enough with the RNG of their unit array to keep you on your toes. They're only not a non-issue to people with their stats so high that their mitigation absorbs most of it, we still have entry level people running around too ya know. I've run into a few groups with people with 30 or less hours played.
They're similar to the Geth in that people will claim they need a buff until they're buffed to the point where they're not fun to play against. Stupid shoe-boxes and that Prime in later stages was OP with: Triple-fire Cannon that could throw you from short cover, the minion and more; and the change that made it so you couldn't flip Pyros which was one of the few safe ways to deal with them.
#11
Posté 07 septembre 2015 - 06:21
Wasn´t this threat about crafting armor upgrades?
#12
Posté 07 septembre 2015 - 11:06
Wasn´t this threat about crafting armor upgrades?
Yes, and we should have been able to craft them a long time ago. It would have been much better to be able to properly gear against dragons with all classes instead of just casters getting resistance gear. This would also help adjust for the lack of slots on weapons that should have come with part slots.
It wouldn't be difficult to do a straight change over from SP to MP using them considering how much its already using from SP.
- Caldyrvan aime ceci
#13
Posté 07 septembre 2015 - 11:08
I only keep the good stuff as far as legs and arms go but i was very suprrties to see i had no heavy arms at all when i got the figher armors.





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