Damage, Combat, And You

So looking at PVE and PVP the discrepency is pretty high in terms of how things work. People have to sit and wail on enemies, but can kill players in one or two swings.
So I am going to propose some changes (because changes are fun.)
So firstly we are going to look at armor.
Armor is bad the way it is set up now, it is just scaling bonuses to mod slots, which is either really good or really bad depending on the armor. Some armors far outstrip others in terms of pvp/pve.
So the first part of this is going to be about Armor.
We currently have three armor types.
Light
Heavy
Force
Light armor is for yellow slots, it helps in pve with groups.
Force has blue slots, these help with force things, and will probably get better after the force rework
Heavy armor, heavy armor has red slots, these are just hands down the best in terms of combat, and since gear is made to make you better at combat it makes them just the best armor overall, even if some perks don’t work them them it is still a very strong option.
So well keeping these flavors for them I think first and formost mod slots need a redressing.
So we have green for trade skills, I am not sure what even has green mod slots but this is wasted in a lot of gear unless it is used exclusively for crafting.
Red for pure combat, this has your ac, ab, eb, ect.
Yellow is more utility, with controling agro, luck, and few other things like that.
and finaly blue which is your force stuff.
Blue: should remain a goto for force stuff absolutely, keeping that all consolidated into one is good for slot balance.
Red: Red should become pure offence, str, bab, ab, ect should all remain here, dex, ac, ect should move.
Yellow: Utility is a weird role for a single slot, it should become defensive in nature, it should gain dex, con, ac, and lose the luck boost, and any other wierd off the wall skill boosts, this one should become the defense focused mods.
Green: Green should retain its’ weird skill boosts, but it should also gain the other skill boosts like luck up, ect, outside of crafting focused items green slots should be pretty rare, I am not even sure if they are needed they might need a redressing into general utility but I am not sure what that should look like at this time, perhaps some cooldown reduction or some other such to make them valuable since they are not common, and will probably take things like special materials or prismatic slots.

Now we need to move onto armor, the slots on them now are boring first off.
Heavy: Red go go combat.
Light: Yellow, hope you get a lot of benefit from your perks, or have a group and focus on pve.
Force: Force powers activate.

I don’t like the way they are set up currently all getting one slot, also the linar progression is just… not that great?
I would propose something looking like this
Basic Heavy Armor: 1 Red Slot
Heavy Armor 1: 1 Red Slot 1 Yellow Slot
Heavy Armor 2: 2 Red slots 2 Yellow Slots
Heavy Armor 3: 3 Red slots 2 Yellow Slots 1 Green Slot
Heavy Armor 4: 3 Red Slots 3 Yellow Slots 1 Green Slot 1 Prismatic Slot

Basic Light Armor: 1 Yellow Slot
Light Armor 1: 1 Yellow 1 Red
Light Armor 2: 1 Yellow 2 Red 1 Green
Light Armor 3: 2 Yellow 2 Red 2 Green
Light Armor 4: 2 Yellow 3 Red 2 Green 1 Prismatic.

Basic Force Armor: 1 Blue
Force Armor 1: 1 Blue 1 Yellow
Force Armor 2: 2 Blue 1 Yellow 1 Red
Force Armor 3: 3 Blue 2 Yellow 1 Red
Force Armor 4: 3 blue 2 Yellow 2 Red 1 Prismatic

I feel a change like this would have build armor identity and give a better reason to upgrade your equipment for the slots as well as giving more mod diversity well still retaining focus.
(If this change is wanted/accepted I can do the edits and send an erf as this is just toolset work)

Now then we come to what armor does, currently it is pad out your ac/stats/damage which is good but we should look beyond that.
I would propose to use DI/DR to help give EHP to players (This could be extended to mobs as well)
I would say for basic stuff, armor should not give ac baseline, instead they should give DR/DI, having mods/mats to raise AC is fine, but I think DR/DI is better for core armor stats (But nothing should further upgrade DI without some serious limitations to avoid unkillable pcs such as maxing at 50% overall or some such)
I would propose it looks something like this, Force Armor 1% per item, Light 3% per item and Heavy 5% per item, combined with a scaling Damage resistance on the chest (Damage resistance only takes the highest property so keeping it on the chest means the core part of the equipment is the focus.)
Something like 5/10/15 for force, light, heavy respectively. This would give you the ability, in fully heavy armor to have a DI of 30% with a DR of 15 (the dr could be tied to tier as well but this is simpler for our example) This would bring, lets say a 100 damage hit, from 100 to 55, a pretty big reduction, overall, but gets better against smaller hits, a damage 50 hit, would deal, 20 damage, the biggest issue would be things with around 20 damage would do nothing, so the DR may need a lot of tweaking, or perhaps lowering and tieing it to tier as previously suggested. something like Basic-tier 1 5, tier 2-3, 10, tier 4 15.
This would also give belts, necklaces, ect a core value beyond what mats/mods you jam into them.
Overall this would just help survive in cvc with a lot of effective defenses, and help the armor identity in terms of how protective they are to the player, the current system of small ac bonuses are really meaningless on the grand scale of things.
I will attach some more information later and some alternate proposals.

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I haven’t been on the server for very long, but I can already tell that damage is VERY high and I can see that being problematic in the long run. I can’t give specifics on everything but I’ll try.

I like the idea of Damage Reduction. It makes sense, right? Armor should negate a certain amount of damage. The way I see it is like this:

Force Armor: Cloth/Robes. Shouldn’t give very much physical Damage Reduction, if at all. Instead it should grant DR/DI against Force abilities. This could leave room for other Force Abilities to grant DR/DI instead at the cost of SP and then FP to activate of course.

Light Armor: I feel that there should still be AC on here. DR/DI shouldn’t be very high, higher than Force Armor but less than Heavy Armor. Allows for maximum Dexterity mod.

Heavy Armor: Should have the highest DR/DI, similar AC(but still higher than)to Light Armor. I think Heavy Armor should limit your maximum Dexterity mod since, well, it’s supposed to be heavier and harder to move around in.

Blasters/Lightsabers: Should be able to pierce DR/DI. Blasters should have a lower value to pierce than Lightsabers.

I think different about this point

Force armor: Focus to regen and channel the force, low or no DR / DI.

Light Armor: Better AC, low DR / DI. The trick here: Better focus in perks related with light armor, plus enhance any DEX combat skill.

Heavy Armor: DR / DI hight, obvious. But the AC has to be smaller or equal of light armor. The reason for this is that a heavy armor has more resistance to damage, but not so much AC because this is a matter of moving better, not taking more damage. Heavy Armor users focus on STR. Heavy armor users have a lot of perks to recover, regen, expertize and other stuff to tank

Shields: We have a clear division here: Heavy and light shields. As suggestion, each type enhance the power of certain armor type. I think we can tweak the shields to give a better support to armors, maybe improving the use of perks related with each type of armor. Like turning expertize as improved expertize if someone use a heavy tower shield. Or give small bonuses like more % to activate perks of a certain combat skills related with light armor.

I don’t think the issue can be solved just by looking at armor to be honest. The way I see it:

  • Damage, AB and AC values for PCs can get too high overall, thereby making it very hard to properly balance and encounters to provide an interesting experience for all kinds of players.

This comes in part from the available resources. I think materials shouldn’t grant more than +1 bonus to AC or damage and even that should be very rare. Materials used should mostly be about durability while relying on mods for things like AB, AC and damage.
Mods that increase BAB shouldn’t exist, the only way to get higher BAB (and thus more attacks) should be through raising skill level/buying perks. I’m not sure about mods increasing attributes either.

As far as armor is concerned, I wouldn’t mind some kind of low DI or DR as long as it doesn’t become overpowered. Also having heavy armor limit the maximum DEX you can have is good idea, especially if DI/DR is introduced.

The reason I don’t want to see heavy armor have as much AC as light, is that will just return to making Heavy the ‘best’ armor, they should be focused in different areas imo. If you are going to give armor ac, it should be the light, but honestly the numbers right now need to actual scale with later tiers.
Anyways, onto the other stuff I wanted to discuss.
More item types. Right now we have light armor, breast plate, and force armor. These could be and should be expanded upon, I like the idea of force resistance on armors, you could give it to force armors, and then make a cortosis weave resource, or variant of armor to give it to other armors.
I would also like to see armors that change up what the armor is.
Such as adding a new heavy armor type, let’s say Mandalorian armor, it adds metal as a core component to give access to more properties, but also making it more expensive resource wise to make, it could also be made to have different mod sockets, not to make it better or worse but differently focused. You could also make variants that statistically trade damage resistance/immunity for more ac and vice versa being heavier or lighter variants.
This would open up more options, and make player choice more relevant when choosing gear. You could also do something similar with weapons, give them bonuses/penalties based on what model they are. Such as giving vibros bonus damage but making them take more materials, well plain weapons would be cheaper with less damage, and other such variations.
But back to armor, removing BAB mods I think would not accomplish much long term, it is actually better to have EB over BAB for long term BAB bonus would be an early/mid game leveling boost.
But having more, and possibly branching variants could be interesting for armor and weapons.

The issue I have with the + BAB mods is that they feel too “gamey”, especially as they are red mods that only go into armor (which currently means heavy armor). Enhancement bonus, on the other hand, applies to weapons, so you’ll have the best of both worlds.