Tree of Savior Forum

[Rework] Armor (Cloth, Leather, Plate)

Current bonuses that armour provide are making the choices of different armour (Cloth, Leather, Plate) for different classes counterintuitive. DPS swordsman would pick either Leather or a Plate, which is ok, but a tanky one might pick Cloth for added Magic Defense (becose he already has high Phys Defense from shield and high HP from CON). On the other hand Monk or a Archer might go Plate.

I don’t have the exact solution, but for starters I’d like to see restrictions on armor usage for classes (so it feels more realistic and immersive) and then change Armour stats accordingly (so the bonuses make sense and are useful to the classes that can ware them).
For example: Cloth for everyone (or just for Cleric and Wizard classes), Leather for all Swordsman and Archer classes (and some Cleric and Wizard classes) and Plate for Rodelero, Squire, Centurion and Paladin (?).
Cloth would have lowest Phys Def and would give bonus SP and SP recovery, Leather would have average Phys Def and would give Evasion bonus and Plate would have highest Phys Def.

Most problematic thing for me is Magic Defense on Cloth armors which would be ok if Cloth had lower Physical Defense then Leather and much lower then Plate.

Any opinions on this? And any corrections?

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I second this. I was rather surprised that cloth armor offered nearly the same protection as leather on my wizard. I guess their plan is to offset it with the class-dependent boost in defense. Still, I’d expect to see a bigger difference between cloth/leather/plate when it comes to defense.

Same here, waiting for this in game
and we need more itens/armors =p

This is already in the game.

Physical Defense goes Plate > Leather > Cloth. You just have to check items from the same “rank”. As you can see on the images below Cloth provides less Physical Defense than Leather and Plate.

Or are you saying that the difference between them should be even greater?

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They already did this last week, lol.

Level 170 top cloth is giving 33~ PDEF, little less than half of what plate gives now. But MDEF was buffed.

They also changed boots, cloth giving SP, plate giving HP and leather was the strongest evasion (not sure this one tho don’t remeber).

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Oh, that might be ok then, but this:

This still means that some tanks might go Cloth cose they have PDEF from Shield and HP from CON and this:

…mages will have SP from stats so some might chose Plate.

I ment in this case:

By doing that, you are limiting the players to one specific thing and taking away strategies opportunities, for example:

(I played as Psychokino on this past iCBT so i’ll use my character as an example)

Physical Defense, Evasion and Max HP were my weaknesses as a Psychokino and liked the fact that i could use equipments to cover those weaknesses. With the current system players can switch equipments depending on the situation. Note that combining Gems with your gear makes a huge difference on your character as well.

Playing solo i felt that i should focus on equipments that provided me more defense and evasion since i was the only target monsters would attack. So i equipped Plate and Leather gear that helped me on this meaning that my Magical Defense and SP Regen were almost no existent, SP went down and i had to be careful with monsters’s spells and manage well my sp to not run out of it quickly.

Playing on a party, monsters could target not only me but four other people too so i equipped Cloth and Leather gear that made my SP lasts longer and helped me kill stuff faster and a little evasion came in handy sometimes to avoid income damage.

It would be great to see people adapt to different situations by switching gears instead of just making the most powerful one on the level range and sticking to it until a better one comes around.

5 Likes

The way it is now is fine.

Before everyone used leather because evasion > everything.

Now all classes have many options. Nothing wrong with clerics going plate, or swordsman going cloth. They can also go 3/4 of one type, and 1/4 of another to reap the benefits of 1 armor type mastery, and 1 unique piece of gear of a different type.

The way it is now gives everyone many options, and allows for more unique stat builds/skill builds.

4 Likes

Yeah I wanted for it to be more roleplay-y but then it would be less diverse (equipment combinations).

I thought it was always 3 or more clothes with same type, to get the benefits o.o

Yes 3/4 to reap the benefits of armory mastery attributes, and 1/4 for any benefits that one piece of gear may have (hidden benefits, etc etc), not an attribute.

Your idea of “realistic and immersive” is the exact opposite of what realistic and immersive mean. There’s not much more unrealistic and immersion-breaking than your character being unable to put on armor they could wear in real life.

That’s a good thing. The game is more interesting and there’s more to do if you can collect a variety of armor sets and use the one best suited to the particular monster you’re fighting. It’s boring to lock everyone into certain types just because you’re used to it in other games.

If the issue is that heavier armor types are too weak or lighter armors are too strong, the solution is to adjust their stats. The only thing that can’t be solved by simply plugging in numbers is the issue of defense outpacing enemy attacks, so for example you could negate an attack with nothing but a shield equipped. Restricting armor types won’t solve invincible naked warriors unless you believe General Butt Naked and think it makes sense for a nudist to have more defense than a guy in cloth armor. It’s common for games to use percentage based defense to prevent these scaling problems, but this game seems to use a simple damage = attack - defense formula, which will cause a lot more silliness than what’s been brought up here.

2 Likes

Dude, calm down and read the whole thread -> [quote=“covjek_elementarna_n, post:9, topic:38773, full:true”]
Yeah I wanted for it to be more roleplay-y but then it would be less diverse (equipment combinations).
[/quote]

I found that restraining myself from expressing my “awsome” ideas is better then starting new threads or engaging arguments and I recommend you try the same with your “repeating what is already said but with angry undertone” posting.

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So ghost armor will have 0 physical defense? Nope. I’d rather think that we should opt a shirt by considering which “side effect” and which modifier will be more effective and rewarding against a certain enemy…instead of having a linearity as in “which has bigger physical def and which has bigger magical defense”.

But anyway, I’ve a question. How is a player’s armor type taken into account? They can wear different types of armor at the same time.

hi there noob over here, im playing elementalist then i have no idea about this attribute until now, while reading it i was thinking , can we put both cloth and plate mastery? do you guys switch armors on certain battles? like if a map has more one physical attacks rather than magic damage, is this a wise move to make thanks in advance for those who will reply

hi! yes, you can max all 3 attributes. i cant say if people switch (and i havent played mage), but probably. Look for guides for mage classes and see what they say about equips.