Alchemical Silver Armor and Weapon Properties

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Ashford
Posts: 114
Character: Ashford Reed

Alchemical Silver Armor and Weapon Properties

Post by Ashford » January 1st, 2022, 4:59 pm

Alchemical Silver does not affect weaponry in any beneficial way. They come out the same as iron weapons.

Alchemical Silver does affect armor but I believe the formula it's using is wrong.

Today I amassed enough to make a full suit of Alchemical Silver Splintmail and the resists were as follows:

Blunt 26
Slashing 27
Corporeal 44
Occult 62
Energy 51

For reference a set of Steel Splintmail has the following resists

Blunt 40
Slashing 40
Corporeal 57
Occult 52
Energy 51

I believe the formula should be:

Reduce Blunt
Reduce Slashing
Corporeal remains the same
Increase Occult
Increase Energy

Instead the fomula seems to be:
Reduce Blunt
Reduce Slashing
Reduce Corporeal
Increase Occult
Energy remains the same

Total resists on the AS set was 210
Total resists on the Steel set was 240

Crafting the set out of AS was a 30 resist net loss making it almost inferior in every way aside from the 10 points added to Occult. Basically it reduced resist by 40 and then only awarded 10 of those points back to a different resist (occult.)

Rex
Aeolian Staff
Posts: 252
Character:

Re: Alchemical Silver Armor and Weapon Properties

Post by Rex » April 23rd, 2022, 8:47 am

The base resource stats for Alchemical silver are slightly lower.

Code: Select all

            
            alchemicalsilver.ArmorBluntResist = 1;
            alchemicalsilver.ArmorSlashResist = 1;
            alchemicalsilver.ArmorCorporealResist = 2;
            alchemicalsilver.ArmorOccultResist = 3;
            alchemicalsilver.ArmorEnergyResist = 1;
Wrought Iron and Steel for comparison

Code: Select all

            wroughtiron.ArmorBluntResist = 3;
            wroughtiron.ArmorSlashResist = 3;
            wroughtiron.ArmorCorporealResist = 2;
            wroughtiron.ArmorOccultResist = 1;
            wroughtiron.ArmorEnergyResist = 1;

Code: Select all

            steel.ArmorBluntResist = 3;
            steel.ArmorSlashResist = 3;
            steel.ArmorCorporealResist = 4;
            steel.ArmorOccultResist = 1;
            steel.ArmorEnergyResist = 1;
So adding on top of that splint mail armor type for each piece

Code: Select all

        public const int BasePhysicalResistance = 3;
        public const int BaseFireResistance = 3;
        public const int BaseColdResistance = 5;
        public const int BasePoisonResistance = 7;
        public const int BaseEnergyResistance = 7;
And then add in the randomness from crafting ability "Armorsmithing III" adds 3 random resistance points. It seems to add up correctly according to the code. I'll discuss with the team and decide on a fix or change is needed.

Lans
Posts: 58
Character: Koss Brynd, Lugh Arawn, Lans Tan'tare (dead)

Re: Alchemical Silver Armor and Weapon Properties

Post by Lans » June 16th, 2022, 4:48 pm

Given Alchemical Silver is an ultra-rare alloy and a top-end one, I thought i'd toss my own idea into the pool here.

Presently MAGIC RESIST lacks any given booster, but is important in a general sense, likewise traditionally only light gear resists magic, but LORE wise we've seen Templar wear A.S since... forever.

What if we had it so Alchemical Silver gave 2-3% magic resist increase per armor piece worn or a faint chance per piece worn of it to negate spells targeting the wearer; Likewise, if one could manage a Extraodinary or better weapon of A.S it could have innate spell channeling to play the other side of the fence of its appeal. Its an awesome concept that the material exists, but it'd be fun to see it have some abstract values.

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