Hat 275 Health 12% Universal Resistance 6% Universal Accuracy 109 Fire Critical Rating 17% Fire Damage 3% Armor Piercing 5% Incoming Health Give one 40% FireBlade Card
Robe 450 Health 26 Critcial Block 13% Universal Resistance 9% Universal Accuracy 56 Fire Critical Rating 18% Fire Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 5% Universal Accuracy 10% Universal Resistance 36 Critical Block 15% Fire Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Ice:
Hat 400 Health 14% Universal Resistance 5% Universal Accuracy 79 Ice Critical Rating 11% Ice Damage 2% Armor Piercing 5% Incoming Health Gives one 45% IceBlade Card
Hat 325 Health 9% PowerPip chance 11% Universal Resistance 89 Life Critical Rating 20% Life Damage 5% Incoming Health 10% Outgoing Health Give one 45% LifeBlade Card
Robe 525 Health 28 Critical Block 13% Universal Resistance 9% PowerPip chance 46 Life Critical Rating 21% Life Damage 5% Armor Piercing 5% Incoming Health 10% Outgoing Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 44 Critical Block 11% Universal Resistance 19% Life Damage 5% Incoming Health 5% Outgoing Health Gives 1 Simplify Card
Death:
Hat 275 Health 9% PowerPip chance 11% Universal Resistance 109 Death Critical Rating 21% Death Damage 3% Armor Piercing 5% Incoming Health Give one 45% DeathBlade Card
Robe 475 Health 26 Critical Block 13% Universal Resistance 9% PowerPip chance 51 Death Critical Rating 24% Death Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 41 Critical Block 11% Universal Resistance 21% Death Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Myth:
Hat 275 Health 13% Universal Resistance 6% Universal Accuracy 104 Myth Critical Rating 17% Myth Damage 3% Armor Piercing 5% Incoming Health Gives one 40% MythBlade Card
Still tweaking the numbers I see, but the original was very good too. This is a very well balanced approach to the gear. I do hope KI will incorporate this or something very much like it. It does not over power any particular school, nor the level of enemies that we are fighting. It is an excellent and natural progression in the gear.
The current gear that I've seen in ZF will be very difficult for younger players to sort through to determine what will help them the most. I know even as low as DS I have to help my son find a good mix of gear to help him do well. But it was very easy when the Waterworks gear came out for my children to quickly realize that was what they needed. And it was great to be able to get it all in one place rather than having to go farm Malistaire for the robes, someone else for hats, and someone else for boots (and maybe not know who it was that you needed to farm) like it is in DS. I hope the level 70 gear will be the same simple to find and simple to understand it's use as the Waterworks gear was. Note - I did not say simple to aquire. I do expect to have to work to get this kind of gear.
Hat 275 Health 9% Universal Resistance 6% Universal Accuracy 109 Fire Critical Rating 18% Fire Damage 3% Armor Piercing 5% Incoming Health Give one 40% FireBlade Card
Robe 450 Health 26 Critcial Block 13% Universal Resistance 9% Universal Accuracy 56 Fire Critical Rating 20% Fire Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 5% Universal Accuracy 9% Universal Resistance 36 Critical Block 17% Fire Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Ice:
Hat 400 Health 13% Universal Resistance 3% Universal Accuracy 79 Ice Critical Rating 13% Ice Damage 2% Armor Piercing 5% Incoming Health Gives one 45% IceBlade Card
Hat 325 Health 9% PowerPip chance 11% Universal Resistance 89 Life Critical Rating 20% Life Damage 5% Incoming Health 10% Outgoing Health Give one 45% LifeBlade Card
Robe 525 Health 26 Critical Block 13% Universal Resistance 9% PowerPip chance 46 Life Critical Rating 21% Life Damage 5% Armor Piercing 5% Incoming Health 10% Outgoing Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 44 Critical Block 11% Universal Resistance 19% Life Damage 5% Incoming Health 5% Outgoing Health Gives 1 Simplify Card
Death:
Hat 275 Health 9% PowerPip chance 11% Universal Resistance 99 Death Critical Rating 21% Death Damage 3% Armor Piercing 5% Incoming Health Give one 45% DeathBlade Card
Robe 475 Health 26 Critical Block 13% Universal Resistance 9% PowerPip chance 51 Death Critical Rating 24% Death Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 41 Critical Block 11% Universal Resistance 21% Death Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Myth:
Hat 275 Health 12% Universal Resistance 6% Universal Accuracy 104 Myth Critical Rating 18% Myth Damage 3% Armor Piercing 5% Incoming Health Gives one 40% MythBlade Card
Level 70 Ring 300 Health 200 Mana 16% PowerPip Chance 15% Critical Rating 25% Block Rating 8% Universal Damage 13% Incoming Health 13% Outgoing Health
Level 70 Athame 250 Health 150 Mana 14% PowerPip Chance 15% Critical Rating 26% Block Rating 7% Universal Damage 12% Incoming Health 12% Outgoing Health
All my ideas summed up in one post, tell me what you think!
KI please take note and please use these ideas, I think your audience will love them!
Good ideas, you even lowered down Storm's resistance like the waterworks gear Some stats may drop from the waterworks gear, but the level 60-68 gear was a little disappointing, so I say go with it all the way!
Actually, these hats are better than the crafted hats, they actually combine level 56 crafted gear hats with level 60 waterwork hats and then combine with Zafaria critical stats.
A few minor adjustments might need to be made, but no, they should not be too overpowered, yet better than any gear currently out there.
Hopefully KI will seriously think about these, since these actually promote the sale of Crown wands and will put the gear back on track since the gear that has currently been incorperated in Zafaria is a complete joke.
Also, the reasons for the stats on the ring and athame, giving critical and critical block are 2 fold.
1. It promotes the sale of the new wand that gives 13% accuracy and 20% power pip chance, while giving +1 power pip.
Most people do not want to sacrifice the lifeforce blade that gives 30 critical and 30 critcial block.
However, now you have the choice, you can have accuracy, or pips, and critical attack and block or accuracy and pips and less critical attack and block.
Hat 275 Health 12% Universal Resistance 6% Universal Accuracy 109 Fire Critical Rating 17% Fire Damage 3% Armor Piercing 5% Incoming Health Give one 40% FireBlade Card
Robe 450 Health 26 Critcial Block 13% Universal Resistance 9% Universal Accuracy 56 Fire Critical Rating 18% Fire Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 5% Universal Accuracy 10% Universal Resistance 36 Critical Block 15% Fire Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Ice:
Hat 400 Health 14% Universal Resistance 5% Universal Accuracy 79 Ice Critical Rating 11% Ice Damage 2% Armor Piercing 5% Incoming Health Gives one 45% IceBlade Card
Hat 325 Health 9% PowerPip chance 11% Universal Resistance 89 Life Critical Rating 20% Life Damage 5% Incoming Health 10% Outgoing Health Give one 45% LifeBlade Card
Robe 525 Health 28 Critical Block 13% Universal Resistance 9% PowerPip chance 46 Life Critical Rating 21% Life Damage 5% Armor Piercing 5% Incoming Health 10% Outgoing Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 44 Critical Block 11% Universal Resistance 19% Life Damage 5% Incoming Health 5% Outgoing Health Gives 1 Simplify Card
Death:
Hat 275 Health 9% PowerPip chance 11% Universal Resistance 109 Death Critical Rating 21% Death Damage 3% Armor Piercing 5% Incoming Health Give one 45% DeathBlade Card
Robe 475 Health 26 Critical Block 13% Universal Resistance 9% PowerPip chance 51 Death Critical Rating 24% Death Damage 4% Armor Piercing 5% Incoming Health Gives 1 Elucidate Card
Boots 175 Health 9% PowerPip chance 41 Critical Block 11% Universal Resistance 21% Death Damage 3% Armor Piercing 5% Incoming Health Gives 1 Simplify Card
Myth:
Hat 275 Health 13% Universal Resistance 6% Universal Accuracy 104 Myth Critical Rating 17% Myth Damage 3% Armor Piercing 5% Incoming Health Gives one 40% MythBlade Card
Level 70 Ring 300 Health 200 Mana 16% PowerPip Chance 15% Critical Rating 25% Block Rating 8% Universal Damage 13% Incoming Health 13% Outgoing Health
Level 70 Athame 250 Health 150 Mana 14% PowerPip Chance 15% Critical Rating 26% Block Rating 7% Universal Damage 12% Incoming Health 12% Outgoing Health
All my ideas summed up in one post, tell me what you think!
KI please take note and please use these ideas, I think your audience will love them!
awesome ideas! the only thing i would suggest is to lower the athame and ring critical/block power to +20 crit POINTS and +30 block POINTS when both are combined and add a bit of accuracy and stun resist to them. probaby +5% stun resist and +6% accuracy other than that, great ideas!
awesome ideas! the only thing i would suggest is to lower the athame and ring critical/block power to +20 crit POINTS and +30 block POINTS when both are combined and add a bit of accuracy and stun resist to them. probaby +5% stun resist and +6% accuracy other than that, great ideas!
The main reason I added the extra Critical and Critical Block, is so that people have an option to buy the new wands, the one with accuracy and pips, which this gear works great with, or the lifeforce blade. That way you have options on what you want, more accuracy and power pips, or a little more critical and critical block.
I do agree though, stun resistance would be a nice addition!
I think these sets of gear are well balanced. Now all we need are some designs to go with these. They shouldn't really be like the waterworks gear because it didn't reflect much off of Celestia. These should be reflected off of Zafaria. And each school should get a custom design like the fire school gets a more flowing design than the life which would have a spirited design. ( Maybe also add an animal design so like a zebra mane put onto the hat )
I think these sets of gear are well balanced. Now all we need are some designs to go with these. They shouldn't really be like the waterworks gear because it didn't reflect much off of Celestia. These should be reflected off of Zafaria. And each school should get a custom design like the fire school gets a more flowing design than the life which would have a spirited design. ( Maybe also add an animal design so like a zebra mane put onto the hat )
Actually, I would kinda like to see the designs on these be the ones that won the contests. Those were some great drawings and I think, would serve this gear the best.