04-22-2015, 04:04 AM
I think that, currently, elemental resist items are too wildly balanced in their effectiveness. So here are some ideas to bring them into (in my opinion) better balance.
DISCLAIMER: Evokers are not the only (or best) mages in the game. Nor are they the only class that deals elemental damage. Big numbers aren't the best.
Cloak of Many Colors
8-15% Resistance to Fire, Ice, Wind, Lightning
Impressive defense, magical defense, dodge.
Unarmored.
One of the worst offenders right here. It's much too strong for what it is.
Suggestion: Turn the roll range down to 2-4%, or plain 4%. Decrease the defense.
Irisgold/Wynesfelt/Mayelia/Zwellraus
30% Light, Earth, Fire, Water resistance, respectively
Decent defense, good magical defense. Semi-usable bonus effects.
Light Armor
Slightly underused, but the elemental resistance is much too strong, especially compared to resistance items/accessories. The armor type does absolutely nothing at the moment
Suggestion: Give the items a roll range from 10-15%, or a plain resistance of 10%.
Beldam Aegis/Blue Iron Shield/Fossil Shield
10-30% Lightning/Darkness/Earth resistance, respectively
Defense bonus with a penalty to Celerity.
Access to Guard.
These take the almighty Hand slot, yes. But along with their power to Guard, are slightly too powerful. Only slightly.
Suggestion: Give the items a roll range from 15-20%, or a plain resistance of 15%. Potentially 20%.
Maid's Uniform/Swimsuit
5% Resistance to Fire, Ice, Water. 10% Resistance to Water.
Otherwise unimpressive.
Absolutely no one uses these, due to how well the other elemental resistance items function. I'm using these to base my current ideas off of.
Suggestion: Nothing. Potentially boost the defense/magical defense/dodge to make them more viable.
Firewalkers/Mountain Boots/Gumshoes/Void Walkers/Shackles
10-30% Resistance to Fire/Ice/Earth/Darkness/Water.
Gumshoes are not naturally findable currently, and the one instance of them have no material and 25% Earth resistance.
Foot slot.
The Foot slot is not a very important slot, though these items do nothing else and only give resistance to one element.
Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%.
Umbrella/Scarf/Sylph Cloak/Isespian Charm/Sunglasses
10-30% Resistance to Water/Ice/Wind/Earth/Light
Accessory Slot
Accessory Slots are slightly more important than the foot slot, but there are two of them. I believe that puts them in the same category, as these items also have no bonus.
Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%
DISCLAIMER: Evokers are not the only (or best) mages in the game. Nor are they the only class that deals elemental damage. Big numbers aren't the best.
Cloak of Many Colors
8-15% Resistance to Fire, Ice, Wind, Lightning
Impressive defense, magical defense, dodge.
Unarmored.
One of the worst offenders right here. It's much too strong for what it is.
Suggestion: Turn the roll range down to 2-4%, or plain 4%. Decrease the defense.
Irisgold/Wynesfelt/Mayelia/Zwellraus
30% Light, Earth, Fire, Water resistance, respectively
Decent defense, good magical defense. Semi-usable bonus effects.
Light Armor
Slightly underused, but the elemental resistance is much too strong, especially compared to resistance items/accessories. The armor type does absolutely nothing at the moment
Suggestion: Give the items a roll range from 10-15%, or a plain resistance of 10%.
Beldam Aegis/Blue Iron Shield/Fossil Shield
10-30% Lightning/Darkness/Earth resistance, respectively
Defense bonus with a penalty to Celerity.
Access to Guard.
These take the almighty Hand slot, yes. But along with their power to Guard, are slightly too powerful. Only slightly.
Suggestion: Give the items a roll range from 15-20%, or a plain resistance of 15%. Potentially 20%.
Maid's Uniform/Swimsuit
5% Resistance to Fire, Ice, Water. 10% Resistance to Water.
Otherwise unimpressive.
Absolutely no one uses these, due to how well the other elemental resistance items function. I'm using these to base my current ideas off of.
Suggestion: Nothing. Potentially boost the defense/magical defense/dodge to make them more viable.
Firewalkers/Mountain Boots/Gumshoes/Void Walkers/Shackles
10-30% Resistance to Fire/Ice/Earth/Darkness/Water.
Gumshoes are not naturally findable currently, and the one instance of them have no material and 25% Earth resistance.
Foot slot.
The Foot slot is not a very important slot, though these items do nothing else and only give resistance to one element.
Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%.
Umbrella/Scarf/Sylph Cloak/Isespian Charm/Sunglasses
10-30% Resistance to Water/Ice/Wind/Earth/Light
Accessory Slot
Accessory Slots are slightly more important than the foot slot, but there are two of them. I believe that puts them in the same category, as these items also have no bonus.
Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%