{-What Each Armor Type Does-}
=Chestpeices and Shoulder Plates
Gives a high percent chance that HP damage taken will be turned into AP damage.
AP (armor points) are extra HP (heart, health or hit points). AP are the first line of defense, taking most of the damage before your HP do. You must repair AP with resources. AP does not protect from falling or lava damage, unless if AP is from crystal armor. Called 'Absorbed Damage Percentage.'
=Helmets
Gives a medium percent chance that damage taken will be reduced by a small amount. Called 'Repelled Damage Percentage.'
=Shield
Gives a small percent chance that damage will be completely avoided. Called 'Blocked Damage Percentage.'
The '____ Damage Percentages' are displayed in your inventory with your stats. They show how likely it is for damage to be absorbed, repelled, or blocked.
-=Tool Gathering Speed=--=Weapon Damage Bonus=-
Tier 1 -+- Hand = No bonus to gathering speed.
Tier 2 -+- Wood = Plus 50%
Tier 2 -+- Gold = Plus 50%
Tier 3 -+- Rock = Plus 100%
Tier 4 -+- Iron = Plus 175%
Tier 5 -+- Steel = Plus 250%
Tier 6 -+- Diamond = Plus 300%
-=Character Stats=-
First off, characters will need more than ten hearts. Probably a bar for health would be better. Characters would start out with 10 HP.
The stats are;
+=Strength [Increases damage by 5% every point]
+=Health [Every point increases health by 2 points]
+=Speed [Increases gathering speed by 5% every point]
+ADP [Percentage that AP will absorb damage]
+RDP [Percentage that armor will repel some damage.]
+BDP [Percentage that shield will block all damage]
You gain more points to spend by gathering blocks.
-=====-=====-=====-=====-=====-=====-=====-=====->
Please leave additions, feedback, and feelings about this suggestion.
-=====-=====-=====-=====-=====-=====-=====-=====->
hm, I think that the sholders look too much like what the helmet should look like, I think that the sholders should look like this:
M . M
M . M
. . .
(sholder peices are seperate)
Other than thank I really like it.
How about
MM##
M##M
M##M
##MM
If # = empty and the diagram is displaying blueprints for leggings
I like the idea for extra [hp] and mitigation.
But here is an idea, if for some reason ( like you fall ) ap shouldn't be able to protect you from the damage, or if something inflicts enough damage ( like a crystal sword ) it the ap should take most of the damage.
Please note that what are in the parenthesis are examples.
hm, I think that the shoulders look too much like what the helmet should look like, I think that the shoulders should look like this:
M . M
M . M
. . .
(shoulder pieces are separate)
Other than thank I really like it.
Keeping in mind that the grid is 4x4:
. . . .
M . . M
M . . M
. . . .
I guess that looks/works a bit better.
Quote from Foe »
Quote from nintendow1 »
hm, I think that the sholders look too much like what the helmet should look like, I think that the sholders should look like this:
M . M
M . M
. . .
(sholder peices are seperate)
Other than thank I really like it.
How about
MM##
M##M
M##M
##MM
If # = empty and the diagram is displaying blueprints for leggings
Well, I was looking at avoiding leggings, and looking at what randomly appears on zombies and such. Legging should work as chestpieces/shoulder plates.
But here is an idea, if for some reason ( like you fall ) ap shouldn't be able to protect you from the damage, or if something inflicts enough damage ( like a crystal sword ) it the ap should take most of the damage.
Please note that what are in the parenthesis are examples.
But here is an idea, if for some reason ( like you fall ) ap shouldn't be able to protect you from the damage, or if something inflicts enough damage ( like a crystal sword ) it the ap should take most of the damage.
Please note that what are in the parenthesis are examples.
hmm, how about...
MM██
M███
██MM
███M
... for the shoulders
Shoulder Idea = Good
AP wouldn't protect you from falling and lava damage, unless armor is diamond.
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-[4x Cobblestone] Instead of mining cobblestone, you have to craft it. [|
:soil::stone::soil:
:stone::sand::stone:
:soil::stone::soil:
-[x4 Planks] Instead of cutting down planks, you have to craft wood. [|
:log::soil:
:log::soil:
-[3x Steel Bar] Tier 5 Crafting Material. [|
:ironore::coalore::ironore:
:coalore::ironore::coalore:
:ironore::coalore::ironore:
-[Crafting Table (4x4)] Used in crafting armor. [|
[iron] = Steel
:stone::wood::stone:
:stone::wood::stone:
-[Chestpeice] Chest armor. [|
[iron] = Material for armor.
[iron][iron][iron][iron]
-[Shoulder Plates] Shoulder armor. [|
[iron] = Material for armor.
[iron][iron]:soil::soil:
[iron]:soil::soil::soil:
:soil::soil:[iron][iron]
:soil::soil::soil:[iron]
-[Helmet] Armor for heads. [|
[iron] = Material for armor.
:soil::soil::soil::soil:
:soil::soil::soil::soil:
-[Shield] Mobile body protection. [|
[iron] = Material for armor.
:soil::soil::soil::soil:
{-What Each Armor Type Does-}
=Chestpeices and Shoulder Plates
Gives a high percent chance that HP damage taken will be turned into AP damage.
AP (armor points) are extra HP (heart, health or hit points). AP are the first line of defense, taking most of the damage before your HP do. You must repair AP with resources. AP does not protect from falling or lava damage, unless if AP is from crystal armor. Called 'Absorbed Damage Percentage.'
=Helmets
Gives a medium percent chance that damage taken will be reduced by a small amount. Called 'Repelled Damage Percentage.'
=Shield
Gives a small percent chance that damage will be completely avoided. Called 'Blocked Damage Percentage.'
The '____ Damage Percentages' are displayed in your inventory with your stats. They show how likely it is for damage to be absorbed, repelled, or blocked.
-=Tool Gathering Speed=--=Weapon Damage Bonus=-
Tier 1 -+- Hand = No bonus to gathering speed.
Tier 2 -+- Wood = Plus 50%
Tier 2 -+- Gold = Plus 50%
Tier 3 -+- Rock = Plus 100%
Tier 4 -+- Iron = Plus 175%
Tier 5 -+- Steel = Plus 250%
Tier 6 -+- Diamond = Plus 300%
-=Character Stats=-
First off, characters will need more than ten hearts. Probably a bar for health would be better. Characters would start out with 10 HP.
The stats are;
+=Strength [Increases damage by 5% every point]
+=Health [Every point increases health by 2 points]
+=Speed [Increases gathering speed by 5% every point]
+ADP [Percentage that AP will absorb damage]
+RDP [Percentage that armor will repel some damage.]
+BDP [Percentage that shield will block all damage]
You gain more points to spend by gathering blocks.
-=====-=====-=====-=====-=====-=====-=====-=====->
Please leave additions, feedback, and feelings about this suggestion.
-=====-=====-=====-=====-=====-=====-=====-=====->
But about the... nevermind, if you have iron, you should have coal...
M . M
M . M
. . .
(sholder peices are seperate)
Other than thank I really like it.
How about
MM##
M##M
M##M
##MM
If # = empty and the diagram is displaying blueprints for leggings
I like the idea for extra [hp] and mitigation.
But here is an idea, if for some reason ( like you fall ) ap shouldn't be able to protect you from the damage, or if something inflicts enough damage ( like a crystal sword ) it the ap should take most of the damage.
Please note that what are in the parenthesis are examples.
Keeping in mind that the grid is 4x4:
. . . .
M . . M
M . . M
. . . .
I guess that looks/works a bit better.
Well, I was looking at avoiding leggings, and looking at what randomly appears on zombies and such. Legging should work as chestpieces/shoulder plates.
hmm, how about...
MM██
M███
██MM
███M
... for the shoulders
Shoulder Idea = Good
AP wouldn't protect you from falling and lava damage, unless armor is diamond.