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EQ Sets

As this doesn't pertain to specifically melee oriented gear or mage oriented gear, it's been something that's rolled around in my head a while; equipment set bonuses.

 

 

For example, using current items:

 

Object 'rope climbing rope-climbing gloves' is type armor, material leather. Extra flags: magic. Weight is 0, value is 6000, level is 0. Armor class is 14 pierce, 15 bash, 12 slash, and 8 vs. magic. Affects hitroll by 2. Affects dex by 2.

Part of Climbing Set

 

Object 'spider-climbing slippers' is type armor, material leather. Extra flags: glow hum antineutral psienhance. Weight is 5, value is 8, level is 45. Armor class is 12 pierce, 9 bash, 9 slash, and 0 vs. magic. Affects damroll by 1. Affects dex by 3. Affects move by 100. Rare item.

Part of Climbing Set

 

 

The set bonus would then do something like:

 

You are affected by the following: Spell: Climb Set          : modifies movegain by 10 permanently

 

 

 

Implement it on older gear, new upcoming gear, potential upcoming mage gear, whatever.

 

Possible set bonuses could include (but not limited to) hit/mana/movegain, +hp/mana/moves, additional saves, bonuses to spell duration, resistances to whatever, +hit/dam.

 

I just wanted to get that out.

Already on the docket.

My work here is done.

 

emote dusts off his hands and walks into the sunset.

Volg sugested this earlier already. And I'm pretty sure, before I was an IMM, I suggested it too. Definitely on the docket.

Edited

+1 love this idea!!

I dislike this idea. It reminds me of Diablo II matching sets.

It's probably also extremely laborious to code.

And I have the feeling this would somehow creep up into the uber gear making it more uber.

 

 

Edit: In before Aulian calling me negative nancy.

Edited

Remember though, you might have to wear a pair of gloves or boots that don't really have great stats in order to complete the set instead of being able to wear the best of everything. Its forcing you to chose the set bonus OR the stats of other EQ.

Laborious to code?  You could do it with oprogs.

Put something like this on one of the three item set and poof! permanent detect invis so long as you wear said items.

IF {wearing !111! AND !222!; addskill detect_invis -1; Null}

By no means is this the language, correct or otherwise, but you get my drift.

 

You already have items that grant permanent affects and statuses and periodic abilities such as curatives ... this just breaks that into multiple items.  The strength of which would be scrutinized by the staff as not to sway the balance too far to either side.  Hopefully.

 

I understand the concern with adding them to something like full Adeptus sets though, but Trick has the right of it.  And it doesn't even have to make sense.  If you wear Adeptus' face and a grey stone, you get the heal spell at 50% proficiency, for example.  Or if you wear a full set of red dragon armor, you get an additional +5 to damage.  Decisions, decisions.

Of course, these things don't need to be put onto old items at all and be reserved only for new equipment coming in, balanced accordingly.

 

 

 

I am curious as to what would come from this, ultimately.  Sure, it's on the docket, but that doesn't mean it's definitely going to be implemented.

Also, sure you likely suggested it before, but this just means I'm not as creative as some.

 

Damned hippies.

We have sets in already for WM and Knight, btw.

Ah really? I did NOT know that.

Nor I.  Time to spend more CP's.

Warmaster's is pretty sick.

So it begins...

 

Any chance we have a flag indicating that a piece of gear has an Oprog, when we ID it, or Lore it?

Perhaps even with EXAMINE command.

I think it would be really cool to have a flag "set", would make it easier for us as Imms to see what fits together and would perhaps show up on id like this hat is part of an eq set.

Mortal visible set flag on an item when identified or perhaps hinted at when lore/examined?

It's actually quite laborious to do via OLC. You have to code each individual item, make it recognize who's holding it, remember them, not fire off others, etc. Also, OLC doesn't allow for things like temporary addition of HR/DR so long as an item is worn (as far as I can or is reasonable; you'd have to make it so the item rewrites itself when the item is present, then writes itself back when the item is not, messy at best and impossible at worse.)

 

As for availability and balance, when this is implemented it may be applied retroactively to items in the game if we feel they need a boost. Off the top of my head a good set for this would be the mage set in the flying citadel ( blue mage?). In future items I will restrict this primarily to hard to get items, rare/unique items, or otherwise a means to add more choice. As was mentioned this is simply taking the benefits we'd usually drop on one item and spread it over a range to give a wider selection for players, as well as forcing deeper thinking in to EQ for stat/ability/spell/set sacrifices.

Yea I didn't know anything about EQ sets until I played my feral thief Kumspytch. They're sick, and the worst part is I can't actually remember what the complete set does, but I do know I was stoked when I picked it up. (I think, unless my timeline is wrong)

Re Volg:

the Knight / WM stuff does not work with remember char but rather uses if isworn if I remember correctly? Maybe easier to do?

That's what I was getting at.  You could put it on one item of the set and add other IF/AND arguments for the rest of the items in the set.  That way the item checks for others in the set ifworn, no bonus if just on character/in containers/in room, and adjusts affects accordingly.

Feel free to call me noob, but you can't code a check to see if character Bob is wearing piece a, b, c, and d and if so give one or more general bonuses? Would that not bypass having to code each individual item and instead code a check to activate whenever those requirements are met?