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As predicted, DoN GM silk is junk

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  • As predicted, DoN GM silk is junk

    Grandmaster's Starglow Robes

    MAGIC ITEM ATTUNEABLE
    Slot: CHEST
    AC: 30
    STR: +4 STA: +5 CHA: +6 INT: +7 HP: +40 MANA: +40 Endurance: +40
    SV FIRE: +6 SV COLD: +6 SV MAGIC: +6
    Recommended level of 69. Required level of 65
    WT: 2.5 Size: LARGE
    Class: WIZ MAG ENC
    Race: HIE
    Slot 1, type 7:empty
    Slot 2, type 11:empty
    Slot 3, type 12:empty
    The main advantage of GM plate over M plate was the 50 AC you got.

    Silk gains 15 AC.

    Why SOE thought that a 50 AC plate upgrade is worth the same as a 15 AC silk upgrade, I'll never know.
    --
    I am not the Yakatizma you are looking for.
    No, really.

  • #2
    Slot 1, type 7:empty
    Slot 2, type 11:empty
    Slot 3, type 12:empty
    That's why. TSable aug slots.
    Draggar De'Vir
    92 Assassin - Povar




    Xzorsh
    57 Druid of Tunare - Povar
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    Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

    "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

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    • #3
      yes i think we ALL know that its TS aug able but have a look:

      Plate:
      Masters Cuirass = 51AC
      Grandmasters Cuirass = 99AC

      Thats a huge jump in AC ... with silk its only a 15AC difference
      Expert Artisan Secone Iceskimo of Antonius Bayle
      70 Paladin of Tunare
      My Complete Tradeskill Guide 3.0
      (300 Brewer +15%) (300 Jewler+12%) (300 Baker) (300 Potter+12%)
      (286 Fletcher, Mastery1+8%) (300 Smith, Mastery3+12%) (253 Tailor+8%) (200 Fisher)
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      • #4
        It's not just cultural that's like this. There's a trend in all modern armor sets to have the AC ratio be

        3:5:8:10

        in cloth:leather:chainlate.

        and now for my rant...

        For me, 15 AC/hp/mana/end and 2 stats/saves is not much incentive. The difference between the M and GM augments is significant though.

        This is a far cry from how it used to be in, say, Velious, when there were a lot of all/all items so casters could get reasonably good AC. There are several problems with this. First, the mitigation formula is different for casters than for leather/chain/plate classes, they inherently get less benefit from AC on gear to begin with. Second, their dodge, defense, and other combat skills are capped much lower so again they get less effective benefit from AC gear. Third, mitigation compares mob ATK values to character AC in a relatively narrow range *1. Fourth, as players upgrade from old armor to newer armor, most casters are actually seeing their AC go down not up.

        Put all that together and the 3:10 ratio (or in this case 15:50) is even worse than it looks. For most casters the extra 15 AC is unnoticable and worthless, except possibly when farming greens with a damage shield. It would have been better to measure AC as additive rather than multiplicative, since that's the way the combat code works. So instead of saying 'cloth should always be one third the AC of plate' they could have said 'cloth should always be 25 AC less than plate'.

        *1 against level 70 mobs a character with AC 800 (that's considered a low number at level 70, ask any tank) gets hit exactly the same as a character with AC 100. His ATK value is so far above 800 that he's hitting for full almost every hit anyway. Against a level 50 mob there's a huge difference between AC 800 and AC 100, but against a level 70 mob there isn't.
        Last edited by Sylphan; 03-30-2005, 02:14 PM.
        83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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        • #5
          you say the gm silk is 15 ac more?

          that means (since the gm is 30ac) it goes from 15-30

          so we get :

          plate 51-99 (+94%)
          silk 15-30 (+100%)

          the gain is the same (roughly it doubles) just the base is much lower to begin with.

          If the silk had +50ac as well wed rapidly get to the situation where silk armor had almost the same ac as plate, and more than leather for instance

          Comment


          • #6
            With the way the combat system works it would actually make sense if silk AC (and leather and chain too) was always just a few points behind plate, rather than a fraction of plate AC.

            The difference between 20 AC plate and 6 AC cloth is not accurately described as '70%'. It's more accurately described as '14'. So when plate goes up to 99, cloth should go up to somewhere around 85. Alas, that's not the way it's being done these days.

            Nevertheless, this rant isn't all about AC. We only pointed to AC as an important stat on the platemail. The tiny difference in stats/saves/effects is also significant. At level 60 INT is capped at what, 255? At level 70 with AAs it can go to 415. +3 int on the level 70 version of the robe just doesn't keep pace. And who ever cared about +2 cold resist?

            Bottom line, GM platemail will be very much coveted and very expensive... and GM silk won't.
            Last edited by Sylphan; 03-31-2005, 12:04 PM.
            83/1000 High Elven Enchanter on cazic (8x300 tradeskills)

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            • #7
              Int is a very different story; stats, saves, hp, mana, and endurance are supposed to come from the Type 11 augment. AC, however, comes exclusively from the base armor. If you want to compare int, you have to compare each level of armor with its matching augment. Also note that you could have a Grandmaster aug in a Journeyman's armor piece if you so wished.
              Sir KyrosKrane Sylvanblade
              Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
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              • #8
                Aye,

                Grandmaster's Starglow Robes
                MAGIC ITEM ATTUNEABLE
                Slot: CHEST
                AC: 30
                STR: +4 STA: +5 CHA: +6 INT: +7 HP: +40 MANA: +40 Endurance: +40
                SV FIRE: +6 SV COLD: +6 SV MAGIC: +6
                Recommended level of 69.
                Required level of 65
                WT: 2.5 Size: LARGE
                Class: WIZ MAG ENC
                Race: HIE
                Slot 1, type 7:empty
                Slot 2, type 11:empty
                Slot 3, type 12:empty

                Grandmaster's Chest Symbol Of Growth
                ATTUNEABLE AUGMENTATION
                Augmentation Type: 11
                Slot: CHEST
                STR: +13 STA: +13 WIS: +10 INT: +10 AGI: +11 HP: +105
                MANA: +105 Endurance: +105
                SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +3
                SV POISON: +7
                Mana regeneration: +2
                Damage Shield: +2
                Recommended level of 69
                Required level of 65
                Class: ALL
                Race: ALL
                Deity: Tunare
                (for Tunare worshippers... as an example, other deities would have different, yet mostly similar stats.)

                Makes:
                Grandmaster's Starglow Robes (Augmented)
                MAGIC ITEM ATTUNEABLE
                Slot: CHEST
                AC: 30
                STR: +17 STA: +18 CHA: +6 WIS: +10 INT: +17 AGI: +11 HP: +145 MANA: +145 Endurance: +145
                SV FIRE: +13 SV COLD: +13 SV MAGIC: +9 SV POISON: +7 SV DISEASE: +7
                Mana regeneration: +2
                Damage Shield: +2
                Recommended level of 69.
                Required level of 65
                WT: 2.5 Size: LARGE
                Class: WIZ MAG ENC
                Race: HIE
                Slot 1, type 7:empty
                Slot 2, type 11: Grandmaster's Chest Symbol Of Growth
                Slot 3, type 12:empty

                and still 2 more aug slots to go... as a caster, AC is nice... but certainly not the first thing I look at when it comes to gearing up my Enchanter... and I'd drop the ID4 focus on my Fabled Robe of the Ishva for this robe any day.


                Comment


                • #9
                  Well, here's Plate vs Silk in the last two big Tailoring/Smithing expansions (Planes of Power and Omens of War)

                  Robe Of Immaculate Air (Planes of Power)
                  MAGIC ITEM
                  Slot: CHEST
                  AC: 25
                  STR: +5 DEX: +12 INT: +10 AGI: +12 HP: +90 MANA: +90
                  SV MAGIC: +25
                  Recommended level of 63
                  Required level of 46
                  WT: 2.0 Size: MEDIUM
                  Class: NEC WIZ MAG ENC
                  Race: HUM ERU HIE DEF GNM IKS FRG
                  Slot type 7:empty

                  Robe Of Strife (omens)
                  MAGIC ITEM ATTUNEABLE
                  Slot: CHEST
                  AC: 28
                  STR: +13 DEX: +12 CHA: +8 INT: +15 HP: +125 MANA: +135
                  SV FIRE: +15 SV DISEASE: +15 SV MAGIC: +15
                  Recommended level of 65
                  WT: 2.0 Size: MEDIUM
                  Class: NEC WIZ MAG ENC
                  Race: ALL
                  Slot type 7:empty

                  Grandmaster's Starglow Robes (Augmented)
                  MAGIC ITEM ATTUNEABLE
                  Slot: CHEST
                  AC: 30
                  STR: +17 STA: +18 CHA: +6 WIS: +10 INT: +17 AGI: +11 HP: +145 MANA: +145 Endurance: +145
                  SV FIRE: +13 SV COLD: +13 SV MAGIC: +9 SV POISON: +7 SV DISEASE: +7
                  Mana regeneration: +2
                  Damage Shield: +2
                  Recommended level of 69.
                  Required level of 65
                  WT: 2.5 Size: LARGE
                  Class: WIZ MAG ENC
                  Race: HIE
                  Slot 1, type 7:empty
                  Slot 2, type 11: Grandmaster's Chest Symbol Of Growth
                  Slot 3, type 12:empty

                  Overall, things on the silk haven't changed too greatly. The added hps are nice too.

                  Livestone Plate Breastplate (PoP)
                  MAGIC ITEM
                  Slot: CHEST
                  AC: 65
                  STR: +5 DEX: +12 WIS: +10 INT: +10 AGI: +12 HP: +90
                  MANA: +90 Endurance: +90
                  SV MAGIC: +25
                  Recommended level of 63
                  Required level of 46
                  WT: 8.0 Size: MEDIUM
                  Class: WAR CLR PAL SHD BRD
                  Race: ALL
                  Slot type 7:empty

                  Charged Magnetic Breastplate (omens)
                  MAGIC ITEM ATTUNEABLE
                  Slot: CHEST
                  AC: 70
                  STR: +15 DEX: +8 STA: +8 WIS: +15 INT: +15 HP: +135
                  MANA: +125 Endurance: +125
                  SV COLD: +15 SV MAGIC: +15 SV POISON: +15
                  Recommended level of 65
                  WT: 4.3 Size: MEDIUM
                  Class: WAR CLR PAL SHD BRD
                  Race: ALL
                  Slot type 7:empty

                  Grandmaster's Stormguard Cuirass (BP)
                  Slot Chest
                  AC:99
                  STR: +20 STA: +18 WIS: +13 INT: +14 AGI: +17 HP: +145 MANA: +145 End: +145
                  6 to COLD, FIRE, DIS, 12 to MAGIC and POISON
                  Slot 1, type7:empty
                  Slot 2, type11:Grandmaster's Chest Symbol of Below
                  Slot 3, type12:empty
                  Mana Regen +2
                  Damage Shield +2

                  Overall, there hasn't been too much of a change in power rating for the Breastplates either. This Bp is still at best, only marginally better than the Charged which was only marginally better than Livestone Plate. The only real gain for plate was the Ac which went up 29.

                  I do agree that the Silk could have used a bit of a boost over it's predacessors maybe to 35/39 Ac, but anything more would have not really made much sense at all. As is, I see the silk being as in demand as any other of the tradeskilled GM stuff. Int casters are not meant to take melee damage, if you are, you are obviously doing something wrong and not as intended. Int casters shouldn't be able to stand up in melee as well as plate classes, hence lower ac, mitigation and defensive/offensive skills for higher casting abilities and skills.

                  Comment


                  • #10
                    If you where a tank, and had the option of a GM plate or a M plate, you'd be a complete idiot to even think about the M plate.

                    If you are a caster, and had an option between the GM silk or the M silk, the difference is nearly ignoreable.

                    From what I can tell, GM silk armor is significantly harder than M silk armor.

                    The smart money is on making M silk armor and putting GM augments in it. Lose 6 total resists and 15 hp/mana and 15 AC.

                    The smart plate money is making GM plate armor and putting GM augments in it.

                    That is why GM silk armor is crap. Because it is only a tiny bit better than M silk armor. Meanwhile, GM plate is a whole bunch better than M plate.

                    The amount of time it took to make it indicates either (A) the components are hard to get it, or (B) people predicted it would be crap and didn't bother making it.

                    The difference in non-main slots is even larger: but, as many people have noted, the crafted DoN stuff is mainly good in chest and legs.
                    --
                    I am not the Yakatizma you are looking for.
                    No, really.

                    Comment


                    • #11
                      Originally posted by Yakk
                      If you where a tank, and had the option of a GM plate or a M plate, you'd be a complete idiot to even think about the M plate.

                      If you are a caster, and had an option between the GM silk or the M silk, the difference is nearly ignoreable.
                      So if you had the choice, you'd choose M silk instead?

                      From what I can tell, GM silk armor is significantly harder than M silk armor.
                      gratz Sherlock, and the GM plate is significantly harder than the M plate... who'd of thunk it?

                      The smart money is on making M silk armor and putting GM augments in it. Lose 6 total resists and 15 hp/mana and 15 AC.

                      The smart plate money is making GM plate armor and putting GM augments in it.
                      Ok, comparing apples and oranges...

                      upgrade from M->GM(for one example plate)
                      48 AC (upgrade of ~52%) 3str, 2str/wis/int, 1agi, 15hp/mana/end, 6sv total

                      upgrade from M->GM(for one example silk)
                      14 AC (upgrade of ~53%) 2str/sta/cha, 3int, 15hp/mana/end, 6sv total

                      so the biggest pure difference is the AC (which is negligible percentagewise). As a caster, this should not be the biggest issue when choosing a robe. Add a GM aug to ANY of the armors and you're looking at a nice item.

                      The amount of time it took to make it indicates either (A) the components are hard to get it, or (B) people predicted it would be crap and didn't bother making it.
                      Or perhaps (C), tailoring is one of the most difficult tradeskills and considering there never was there a vendor-sold option to obtain skill, and never had the popularity that smithing achieved with both armors AND weaponry... maybe there's just not as many nutty tailorers as there are nutty smithers.

                      Just sounds like whining about numbers to me... would I like to see higher AC on the robes to make it comparable AC-wise to other obtainable/droppable items... yes. Would it significantly change the desirability or need for this item? IMHO, the loss of AC would be marginal compared to the hp/mana gains this robe might bring. And for the augs, a caster is going to use the +mana regen a lot more than the warrior...


                      Comment


                      • #12
                        I'll agree to that, my necro would kill for 2 Mana Regen/2 Regen over 1/1.

                        All of the GM components are harder to get. Costs are affected purely by how much people sell the droppable components by. So, yeah, Masters will be a lot cheaper than GM, but GM will remain the better product none the less.

                        Comment


                        • #13
                          A previous poster harkened back to the days of Velious when there was ALL/ALL gear a plenty that let many classes get good AC. This availability of high AC gear by anyone led fairly directly to things like the Monk mitigation nerf. AC is a big factor in how well a character stands up to melee, and how well that character can tank. High end monks were out tanking knights and even warriors on occasion. The artificially high AC obtainable through ALL/ALL equipment was damaging class balance significantly.

                          Caster items are going to have lower amounts of AC than melee items, and most melee items will have less AC than plate tank items or Warrior items. There has to be some way to keep relative tanking balance among characters of different classes with roughly the same level of gear.

                          A well geared caster has a lot of HP nowadays, enough to stand up to getting hit a couple times by most non raid mobs. Therefore they cannot mitigate as well as melee classes, and keeping AC lower is a way to accomplish this.

                          Boleslav Forgehammer
                          Paladin of Brell in his 67th Campaign
                          E'ci – Sacred Destiny

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