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Talk:Pre Launch:Armor
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Armor Type Question
Does anyone know if the "Military", "Quartermaster" and "Rifleman" armor type designations are the same through the entire game, or if they somehow is tiered? The more I have been thinking about it, the more obvious it seems like it isn't. I am still not sure, and I don't have anough screenshots of armor stats for it. Leord All Saints Day :D
- Sorry Leord, I haven't been paying any attention to armour at all - not even screenshotting it. I am starting to get more base weapons and also Focal devices as I am playing a Summoner atm. I'll try and remember to check armour as I play. Dark Matter 16:22, 1 November 2007 (CET)
- I've been amassing a fair bit of Templar armor information, and I'm starting to understand how it's all set up. I don't think I can say for sure if it is tiered like in D2 until Nightmare, but I'm also thinking it isn't. So far, there seems to be 4 basic item types: novice (general starting gear), order (general; defensive; has special attack defense bonuses), defender (guardian gear, high armor, thorns damage, and sometimes %armor bonuses), and swordsman (blademaster gear, split between armor and shields, melee speed bonuses, sometimes blade master skill use rate bonuses). From there, the names just go according to item level/strength, and the "sets" share visual properties. There seems to be a new set every 3 item levels, for the most part, but there are some oddballs. Usually they have some extra stat above and beyond just armor/shields/inherrent, such as HP bonuses, which isn't denoted by an affix. So I'm thinking the best way to set things up might be to categorize them by faction (not so much class, because there is overlap), then these 4 base types, and then just list the "sets" from lowest iLvl to highest to show the progression of the archetype. Thoughts? Tenera 22:05, 4 November 2007 (CET)
- I have noticed the same for Hunters. "Recruit" for lowbie, and then "Military" for Hunter, and "Rifleman"/"Quartermaster" for the 2 classes. At the moment, I am planning it as by faction, with a potential to have classes in it as well. Rather calling them by faction, or the items which have no faction value, have none. If you can figure out the attributes that seems to be "inherited", but isn't described as a "Inherited Attribute" OR "Special Attribute", I will be eternally grateful =) --Leord 01:08, 7 November 2007 (CET)
- From what I've seen, attributes that are inherent to items, but aren't actually listed under Inherent or Special Attributes, still show up in that area, but without a heading. They are bolded, and in gray text. The exceptions to this that I've seen so far, is the thorns properties on guardian armor. It is simply listed near the armor value, and has no mention under the attributes area. As for the set up... I'll just wait until you have a skeleton up then, and then follow your lead and add my item information in. Tenera 03:02, 7 November 2007 (CET)
This article is mostly pre-release info. It should be archived, but I'll leave it to someone who's involved with armor to do, since they can write a better replacement stub than I can. --Cydira 17:41, 14 December 2007 (CET)
- I did it myself. --Cydira 17:28, 17 December 2007 (CET)
