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When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 2:46 am
by helbreat
i am sure it cant only be me that is wondering why we still get no bonus's from our armours i mean shouldnt this be the first thing added in beta? attack after dodge/parry would work 100% better if we actually got any bonus's from our armours....
my dodge stays the same as my highest skill no matter what i put on my parry skills goes up if i put a weapon on thats about it not tryed with a shield yet as i never use 1 handed much unless a dagger is accompanying it
mages rely alot on there dodge as light armour offers vry little other protection and we clearly arent getting the full dodge we could for our lvls which is making it hard for mages to solo at all our spells eat our hp/sap then 1 hit we die
i just had a quick scour through the announcments and i found that both patch 27 and patch 33 claim to have fixed this problem but if you go in game equip dodge mod armour youll see its still not working
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 3:43 am
by kibsword
It doesnt show as working, but if u get a piece of equip made of high dodge mats and try it, u'll find u'll dodge a hell of a lot more.
I have throughly tested it.
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 3:51 am
by helbreat
kibsword wrote:It doesnt show as working, but if u get a piece of equip made of high dodge mats and try it, u'll find u'll dodge a hell of a lot more.
I have throughly tested it.
im sorry but if you want to see your real dodge stat just press P and look it doesnt move when you put armour on i have tested this alot i dodge nettled timari the same naked as i do with excellent dodge mod armour on =/
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 10:28 am
by grimjim
helbreat wrote:im sorry but if you want to see your real dodge stat just press P and look it doesnt move when you put armour on i have tested this alot i dodge nettled timari the same naked as i do with excellent dodge mod armour on =/
I have some armour that does modifiy my dodge stats.
It reduces it by -1 !
None of my dodge bonus armour affects the stat though.
Apparently people are mysified how I ended up with a penalising part.
And light and medium armour should have an inherent dodge bonus, medium no penalty and heavy should have a penalty.
Say +5 per segment (light/naked)
+0 per segment (medium)
-5 per segment (Heavy)
Then your armour dodge bonuses.
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 1:31 pm
by helbreat
no armour should have a - on dodge mod stat the dodge mod stat should always be a plus on all armours.....
why would my heavy armour be called excellent kostomus armour with dodge modifier if it had a - number? would be a compleatly retarded way of naming items if they were minus numbers -.- the item is usually named after which stat is closest to maximum not the stat in a minus number
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 3:47 pm
by cryss
I had a long discusssion with a GM and this is what came out:
ALL armors have NEGATIVE dodge modifiers, besides the light (has a dodge modifier of 0). That makes the heavy armors useful to melees (they should have positive parry modifiers), and dodge as a protection type inferior to parry (the effective level is lower, because the positive modifier is missing).
Makes sense to me. The melees have at least the most protecting armor type, and mages and the rest have armor that doesn't hinder them.
EDIT: I saw your Question.
The answer is as follows:
The better the mats are, the lesser is the negative modifier. The optimal heavy armor would the one be, which modifier is as the light one.
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 4:04 pm
by helbreat
cryss wrote:I had a long discusssion with a GM and this is what came out:
ALL armors have NEGATIVE dodge modifiers, besides the light (has a dodge modifier of 0). That makes the heavy armors useful to melees (they should have positive parry modifiers), and dodge as a protection type inferior to parry (the effective level is lower, because the positive modifier is missing).
Makes sense to me. The melees have at least the most protecting armor type, and mages and the rest have armor that doesn't hinder them.
EDIT: I saw your Question.
The answer is as follows:
The better the mats are, the lesser is the negative modifier. The optimal heavy armor would the one be, which modifier is as the light one.
lol it makes sense to have armour that doesnt actually make you dodge? so what is the point of armour then? and why have a skill called attack after dodge when you cant get anything to increase your dodge lvl?
if we had been told this at first i doubt anyone would have attack after dodge and all would use attack after parry -.-
also my question is about light armour if it naturally has a dodge mod of +0 then why when its excellent with dodge modifier why doesnt it show a + number? as it surely would do
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 8:22 pm
by usinuk
helbreat wrote:lol it makes sense to have armour that doesnt actually make you dodge? so what is the point of armour then? and why have a skill called attack after dodge when you cant get anything to increase your dodge lvl?
if we had been told this at first i doubt anyone would have attack after dodge and all would use attack after parry -.-
also my question is about light armour if it naturally has a dodge mod of +0 then why when its excellent with dodge modifier why doesnt it show a + number? as it surely would do
Well, its why I have both AAD and AAP. Those ranged sps help on occasion.
The problem is that I imagine the dodge mod armors are actually just armors with -1 or -2 mods rather than -50. Deceptive.
The other problem is as a crafter I'd tell you making a full set of heavy armor with parry mod is a PAIN. I can get high dodge and resist mats fairly easily from the ground. Parry mods require some very specific creature mats that aren't exactly easy to get and have mediocre other stats - or supreme mats. You want a set of high parry armor? Will cost you something like 5-6x what it will for a set of good choice dodge armor from me...
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 9:34 pm
by helbreat
usinuk wrote:Well, its why I have both AAD and AAP. Those ranged sps help on occasion.
The problem is that I imagine the dodge mod armors are actually just armors with -1 or -2 mods rather than -50. Deceptive.
The other problem is as a crafter I'd tell you making a full set of heavy armor with parry mod is a PAIN. I can get high dodge and resist mats fairly easily from the ground. Parry mods require some very specific creature mats that aren't exactly easy to get and have mediocre other stats - or supreme mats. You want a set of high parry armor? Will cost you something like 5-6x what it will for a set of good choice dodge armor from me...
im a crafter too just spent half a day with guild getting to windy gate mapping out spots for all the mats needed for weapons/armour inside there only a couple left to find but shouldnt be a problem but incase you hadnt noticed even parry mod armour doesnt raise your parry mod too
would be nice to hear an official answer on this from someone tbh
Re: When are dodge mods ever going to be implemented?
Posted: Sat Dec 18, 2004 10:24 pm
by usinuk
helbreat wrote:incase you hadnt noticed even parry mod armour doesnt raise your parry mod too
really? i haven't had a parry set for a while - will have to make one to see what the mod is since they turned the stuff on.
would be nice to hear an official answer on this from someone tbh
On THIS board with our no-response admins? ROFL ROFL ROFL ROFL *gagging*