RE: Higher tier Elemental Armors?
High elemental armor tier may be broken because some elements gets huge reductions; Water 2 grants immunity from water attacks, not only from watery magics but from physical too; Water 3 grants 25% healing from water attacks and Fire immunity, plus 50% reductions from Ghost, poison and Undead. Fine when on a monster, broken on a player.
Earth 1 doesnt reduce earth but cuts Wind in half, Earth 2 reduce Earth by 50% and Wind by 75%. while reducing some of Ghost and Undead. Earth 3 again, is fine on monsters but imo broken on players, as grants Earth+Wind immunity.
On the ohter hand, Shadow 1 doesnt reduce the common elements nor Shadow, Shadow 2 instead grants reduction by 25% of water, fire, wind, earth, poison, 25% heal from shadow, 50% from ghost and undead immunity, while increasing the Holy sensibility. Shadow 2 may be somehow balanced, but it requires further inquiry.
Shadow 2 is similar to Holy 1, but Holy 1 is granted by Angeling card and thats not a common one.
Holy 2 is already broken, player-side. 50% reduction from: water, fire, earth, wind, poison, ghost, heal 25% from holy. Ok 150% dmg from shadow but, cutting half of the main elements is already huge, considering them all at the same time.
Wind 1 is already powerful somehow: 75% reduct from wind and 50% from water. Wind 2 will grant immunity to wind and 75% reduct from water mantaining the +25% dmg from posion. But dmg suffered from earth will increase.
Fire 1 is similar to wind 1, and fire 2 is similar to wind 2: immunity to fire and 75% reduct from earth.
Those high levels of reductions, or eventually of immunity, may be unbalancing. A wide range of tests must be conducted on them imo.
(This post was last modified: 10-31-2016, 10:53 AM by The Roger.)
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