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 Post subject: Re: Armor
PostPosted: Fri Oct 22, 2010 12:10 pm 
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so really, if your using a lesser wep that hits alot, the chances you hit anything is low all the time basically....

thus why everyone uses slower(not that much slower) but way harder hitting big weps, lol explains O.o

this makes me think theres a problem with armor more than weps.... because the consistency of wep damage would make it seem that you always get the low end of the ARs protection...

edit- so putting this in terms of ingame effect...

if you have a set of myth armor that lets say has a AR rating of 36 , if armor is calculated as a whole, there is a wep that does 11-40, on average you should get hit 21(wep damage) - 13(armor) = 8 damage?, not including misses..... so um.. seeing that this is definitely not the case, maybe explaining how individual peices of AR work...




( i know each peice has an individual AR rating, you explaining that aspect would really help more then the armor as a whole, because you never hit all points of AR at once, its 1 hit per 1 peice of armor, does each peice of AR protect as much as it gives towards the total AR system [+3 for a myth gorget], or does it protect only a unseen amount of damage that is reflected by the total AR it gives in which we can see?[gorget adds +3 but mythset in total is 36, you get hit in the neck and can protect up to 36 HP] or is it a combination of the 2?)

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 Post subject: Re: Armor
PostPosted: Fri Oct 22, 2010 12:46 pm 

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There are some other things that come into play but are more complex which I don't fully understand in this version of sphere. I also don't completely understand parrying which would have an effect on blocks. I don't know if there is a calculation to determine where a player was hit and if so if there is some more calculations on damage. Most of my experimenting has also been done on npc since it is easier to modify without creating a bug on a player.


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 Post subject: Re: Armor
PostPosted: Fri Oct 22, 2010 12:59 pm 
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oh i wasnt including parrying or any sheild in general because of the complexity and the fact that its obsolete to harder hitting weps so no one uses them in pvp anymore anyway...

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 Post subject: Re: Armor
PostPosted: Fri Oct 22, 2010 2:59 pm 
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i was speaking of mining fails.... not armor fails... it takes longer to mine the ore to make the armor so the price should have gone up not down thus making it more rare as the thread was about...

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 Post subject: Re: Armor
PostPosted: Fri Oct 22, 2010 8:21 pm 

Joined: Tue May 23, 2006 1:23 pm
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Most of the armor priceing is like everything else player base we only have a hand full of players and most have gm every thing so thats why eveyone sells so cheap and yes i see tons of fail as well mining and smithing idk why thought it was just like that


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 Post subject: Re: Armor
PostPosted: Mon Oct 25, 2010 5:04 am 

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mineing should have NO fails
that would fix the problem..
with the fails taken into consideration... it takes far to long to do any significant mining..

i say this because crafting in general has been slowed.. i made bottles yesterday.. and from my counting.. it took me like 15-17 seconds to make bottles...

thats 4 a min 240 in an hour... to me this is slow.. i think ti shoudl be about twice that.. maybe the new dot implementation isn't such a goood thing.. remove it and take out one of the attemts..(with the *red words*)


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