Daeron 1 Posted April 27, 2014 #1 Share Posted April 27, 2014 Hello guys, I've been a solid member of the forum for a month now, and I've seen a vast amount of changes made. I'm here to propose my own idea of change, and this one is for the concept of durability on items. [1] How To Determine Durability Well, I was considering this question myself and I feel a valid way to keep track is through a formula, this a suggestion remember this, so feel free to give advice on it. Durability: (Crafting Roll * 5) + 40 This would mean the maximum durability of an item is 100 and the minimum can vary based on the rank of the crafter. Typically, for an item to be usable the item's structure needs to be good, not necessarily a higher durability. [2] Wearing Down Durability This part was actually pretty easy to seem rather fair. I was thinking, for armor, every point of damage the player takes, the armor then loses .25 or 1/4 of a point of durability on it. As for weapons, for every point of damage dealt with the weapon, the weapon loses .25 or 1/4 of a point of durability on it. Example 1. Player Has Armor With A Durability of 75 (Crafting Die Was 7) And gets hit with a critical, taking 2 Damage. The armor's durability then drops from 75 to 74.5 [3] Repairing Durability When an item reaches a durability of 0, the player's item will shatter and disappear for good. However, one can prevent this by taking the nearly broken weapon or armor to a blacksmith or tailor to repair the item. The formula for repairing and item is: (Crafting Dice * 2.5) + 20 This means repairing items will be quite costly plus any boosts currently on the equipment may bring a higher repair rate. A blacksmith may get experience based on their repair made on the item, but won't actually count as a craft. A blacksmith may repair items so many times a day, and must use the same number of material used on making the item. Rank 1: 5 Repairs Rank 2: 6 Repairs Rank 3: 7 Repairs Rank 4: 8 Repairs Rank 5: 9 Repairs Rank 6: 10 Repairs Rank 7: 11 Repairs Rank 8: 12 Repairs Rank 9: 13 Repairs Rank 10: Unlimited Repairs Daily Experience will be earned accordingly Craft Roll 1-5: 1 Experience 6-8: 2 Experience 9-12: 3 Experience [4] Purchasing New Gear It was recently brought to my attention that wearing normal armor without abilities and not wearing armor has the same ability so I was thinking. If you are a player that is not wearing ANY armor at all, all damage dealt to you is doubled. This way no matter if the armor is normal or enchanted, it still serves a purpose to equipping the armor. The same with a weapon, unless you have the <> Skill unlocked, not having a weapon equipped will mean that your attacks are automatically a miss as you can't fight without a weapon. Example: Player, John, is currently on SAO with starting armor. This player takes a critical hit and only takes 2 Damage, however if he wasn't wearing armor, he would then take 4 Damage. Link to post Share on other sites
Shanok 0 Posted April 28, 2014 #2 Share Posted April 28, 2014 Reading this, I can think of two things. One : More EXP for the blacksmiths, which is a good thing. Two : Making so people have to remember their durability, so they have something to keep in mind, if they don't, they'll lose their weapons. On the other hand, I keep thinking some players will cheat about the durability. And If GMs had to check every battle post they made to calculate the durability, to see if they did it right. That would take a long time and I don't think anyone would want to go through that. Overall I still consider this a great idea. Link to post Share on other sites
Daeron 1 Posted April 28, 2014 Author #3 Share Posted April 28, 2014 Yeah, but this also makes it so normal items crafted by blacksmiths that don't have abilities worth a little bit more. Because at the current moment we are looking at any item that doesn't have an ability, nobody wants it making it worthless. Link to post Share on other sites
Miaki 0 Posted April 28, 2014 #4 Share Posted April 28, 2014 Great idea. We need to make weapons more realistic. It will also make normal weapons that are made more useful. Can't wait to see this thing in action. Prepare for an overflow of customers. Link to post Share on other sites
Daeron 1 Posted April 28, 2014 Author #5 Share Posted April 28, 2014 Exqctly, it's frustrating throwing out normal weapons. This would put them to use so they don't become a waste of material. I say we beta test this in a demo thread. All durability will be temporary for the beta. - Made an update onto the post, [4]Purchasing New Gear Link to post Share on other sites
Trinoko 0 Posted May 25, 2014 #6 Share Posted May 25, 2014 I for one support the idea as well! Having the same perfect quality sword from level 1 to level 100 because you can just doesn't add up to me. Plus it would give people an excuse to change up their looks now and then! I do have one minor question. Would enhancing a damaged weapon repair it, since it is more or less reforging the blade/removing impurities/improving the quality etc, or would it remain at the same durability it had at the time? Link to post Share on other sites
Daeron 1 Posted May 25, 2014 Author #7 Share Posted May 25, 2014 I would say so yeah, I don't see why not Link to post Share on other sites
Finnick 0 Posted June 15, 2014 #8 Share Posted June 15, 2014 This is a rough and sketchy idea, but in time it will be wormed out. Link to post Share on other sites
Shark 0 Posted August 8, 2014 #9 Share Posted August 8, 2014 After much deliberation, here is the final result: Denied Link to post Share on other sites
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