T2 Sets - Material Requirements and Durability
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This is not a post about the difficulty of making T2 sets. (yay?)
TLDR: I feel like the base durability of each set type/category should be re-evaluated in consideration to the changes to time and material investment to make them in recent patches. This is less, "I have an idea," and more, "maybe the devs should look at this and see if they're still comfortable with it."
I know that some of the increased material cost is reflected in higher defensive values and it's not all about durability, but the durability just seems off to me.
T2 set durability:
Cloth - 250
Leather - 300
Hide - 350
Chain - 400
Plate - 400T2 Set material requirements (see notes below):
Leather/hide/cloth (any advanced material) takes: 60 reagents, 50 "light" material, and 8 heavy items.
Chain (Mithril) takes: 45 Reagents and 38 heavy items.
Plate (Mithril) takes: 60 reagents and 48 heavy items.First, cloth/hide/leather sets all have the "same" material cost, but leather is the gated behind a processing time while the other two are not. Yet it's only in the middle on durability/defenses of those three.
Second, chain and plate seem to make sense relative to each other, but their durability seems low relative to the investment versus say hide.
So yea, the durability just seem off. Maybe it's ok and maybe some need tweaked. Just pointing out an observation.
*Notes:
- "Heavy items" are anything that requires a wagon. I single them out because they should take noticeably more time to collect and refine versus "light" items, except leather.
- I assumed 3 reagents per extract.
- All T2 sets require the same amount of materials (120 reagents and 16 heavy items) in addition to the specific material the set is made of. I've removed this cost from the above totals to more clearly show the time and material cost of each different set.
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@Yalah said in T2 Sets - Material Requirements and Durability:
Leather/hide/cloth (any advanced material) takes: 60 reagents, 50 "light" material, and 8 heavy items.
you mean extracts here, right?
does your number of heavy items include the crystals?
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It does, or the cloth would have no heavy items.
The issue is that those durabilities were made before the current crafting system, which made all items roughly equally hard to craft.
The true problem though, is not that imbalance in durability values.
It is that a melee build will trash its armor and weapon very fast.
An archer will trash its bow quite fast but not its armor.
A mage will keep both its weapon and armor for far far longer than the other 2.
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as assassin with clothes i fight monsters in melee and also die sometimes.. the clothes are torn to shreds quite fast :<.. almost a waste of enchanting-dust/gold and imbue-reagents
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@Maltos On all examples, I gave the numbers for the raw materials needed, not any stages of refinement.
For the quoted example: 8 crystals refines in 4 batches to make 20 oil. 20 oil can be converted with 60 reagents to make 20 extracts. Each refinement of hide/cloth/leather is 5 material plus 2 extracts. You need 10 refinements to make the 50 required refined materials for a complete set.
Since I was directing it more at the devs, I went for the shorter/easier version
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@spoletta said in T2 Sets - Material Requirements and Durability:
The true problem though, is not that imbalance in durability values.
It is that a melee build will trash its armor and weapon very fast.
An archer will trash its bow quite fast but not its armor.
A mage will keep both its weapon and armor for far far longer than the other 2.I don't disagree, but as you insinuate, it's not super easy to classify a set as specific to one of those categories and adjust durability to fit. Plate can't be a mage or archer set, unless you consider auto attacking to qualify for those, but all of the other sets could be any category. (Except Ranger?)
Maybe you could adjust armor wear based on the weapon you're using. Most reduced wear to least reduced wear:
Melee and Shield -> Melee/Unarmed -> Bow -> StaffThat's probably a pain in the ass to implement. Maybe reduced wear based on frequency of being hit or some kind of cooldown between possible armor wear. Any one piece cannot wear more frequently than x seconds.
I'm not sure what a good solution is, I just don't think they feel right currently.
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The good "mathematical " solution is to make them lose durability based on time spent in combat, but it is not intuitive so it isn't an overall good approach.