Unique items conversion
134 posts · 2006-02-12 13:31:43 to 2006-03-31 10:35:24
Where I found them? Hm, from other players and on the marketplace I think...
>revolt_

Now to buff up some simulacras...

1. Items never buff stats any more. So, no +15 to focus going on.
The reason: Under the new system, stats count a lot more toward bonuses than any clothing or other additional buffs. If clothes buffed stats, it would throw the whole system out of whack, as well as taking away the emphasis on stats.
2. Buff numbers look different. You'll rarely see anything above +4 or maybe +5, unless it's one of the old buffs to a skill level.
Reason: The new bonuses don't apply to skill level or points of damage, they apply to influences. So, for example, to find out how much damage you'll do, the system combines your stats bonus with your loadout bonus, plus any clothing bonuses or other buffs, to calculate the total damage.
3. Clothing matters less under CR2.
For any influence, the biggest bonus any player will get is from stats. Your stats will give you the majority of your bonus - at least half of your bonus will come from stats. The next largest bonus you'll get will be from your ability loadout, from buffs and such. Then come the buffs from items.
In the previous system, this would have gone abilities > items > attributes. Attributes (now stats) have risen greatly in importance and will have a lot more to do with your fighting ability than they ever did in the past.
But yes, I'm curious as to what these new bonuses look like? Perhaps post what the Sakura Bandana or the Widow's Lenses look like now, sinch those boosted our stats in the old system by a lot.
TekMon, The New Order
With this first pass, the Trolls' hide is:
Melee Damage Resistance 18 pts
Viral Damage Resistance 18 pts
Ranged Damage Resistance 18 pts
Ballistic Defense Bonus +3%
Melee Defense Bonus +3%
Thrown Defense Bonus +3%
Viral Defense Bonus +3%
Initiative Bonus +3% (more likely to win in a special move vs. special move situation)
Direwolf Skin:
Melee Damage Bonus +3%
Max Health +350 pts
Health Regen Rate +20%
Torturer's Gloves:
LockPicking +10 (woowoo)
Melee Damage Bonus +3%
Viral Resistance 25 pts
Viral Defense Bonus +4%
Thrown Damage Bonus +4%
+ the occasional Negative Condition Sweep when you take damage
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.
In general, IS and Health regens are still there but less than what they used to be. Resistances have either stayed the same or increased. Damage and Accuracy bonuses have switched over to the new influences system.
Message Edited by HCFrog on 02-22-200604:53 PM
Sakura Ninja Bandana:
IS Regen +15%
Melee Damage Resistance +25 pts
Ranged Damage Resistance +25 pts
Viral Defense Bonus +4%
Message Edited by HCFrog on 02-22-200604:51 PM

It is very obvious that these clothes are much more powerful than any clothing dropped by regular NPCs. Thus once again negating personal style over who camped the hideout longer. Like I said before not all change is quality change.
Every piece of clothing should have couterparts that are buffed and these buffs should be consistant over all clothing.
For example
Shirt 1 -> Shirt 1 (+1 viral) -> Shirt 1 (+2 viral) -> Shirt 1 (+3 viral)
Shirt 1 -> Shirt 1 (+1 melee) -> Shirt 1 (+2 melee) -> Shirt 1 (+3 melee)
Shirt 2 -> Shirt 2 (+1 viral) -> Shirt 2 (+2 viral) -> Shirt 2 (+3 viral)
Shirt 2 -> Shirt 2 (+1 melee) -> Shirt 2 (+2 melee) -> Shirt 2 (+3 melee)
All clothing needs to be equal to be fair and to bring back personal style.
Message Edited by lithium on 02-22-200604:25 PM
That was one of the tougher ones... it had focus +15 before, right? Which would amount to about +1 or +2 RCT, or about +0.5 Ballistic Accuracy under the new system. Plus all the other things that focus did.
Tseng. wrote:shouldnt the sakura end up with balistic acuracy if there staying similar to there current functions?
So I decided to put IS regen on it instead, which is something that everyone can use, can make a big difference in a fight, and is harder to come by under the new system.
The result we're aiming for is kind of a middle ground. Clothes that are worth getting, but aren't uber over everything else.
TheTaxidermist wrote:
I'm also concerned about what this will do to clothing variation, however the buffs from those items don't seem to be all that influential. so with any hope, they wont become a requirement to combat proficiency. Something I dislike the most about the existing combat system.
Hopefully, damage resistance will be enough of a factor in the new system that everyone won't be wearing the unique items all the time. When you wear one of these, you're going to be giving up some resistances, which are really important now. It should be more of a choice and consequences sytem, rather than "Why wouldn't I wear my Troll's Hide as an MA, I mean come on." If you wore all unique items, with little or no resistance, you're going to feel it in combat.
Add to that the fact that there are versions of every single item of clothing, in all levels of armored and shielded (up to 36% I believe), and hopefully we'll see more variety.
I'm sure it's going to involve some tweaking though.

Ballistic Accuracy Bonus +4%
Ballistic Damage Bonus +3%
Ballistic Defense Bonus +4%
Evade Interlock +15%
Ballistic Resistance +25 pts
Detect +25
+ a negative condition sweep every so often when you're damaged.
Message Edited by HCFrog on 02-22-200604:51 PM

Oh come on, you know that's what you changed it to.


HCFrog wrote:
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.
I thought bonuses to influences would be stated in %? So if it is a bonus to the influence shouldn't it be something like +3%?
But when it's a bonus to the base statistic (to which the % influence will be applied to) shouldn't you refrain from calling it an influence bonus? I thought influences were the % statistics that will be applied to the numerical base statistics?
Say I have a melee defense bonus of 110 and my melee defense "influences" are 15%, wouldn't the result of this be a total score of 126,5? (110x1.15)
>revolt_
uhhhh.... yes.
>revolt_ wrote:
HCFrog wrote:
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.
I thought bonuses to influences would be stated in %? So if it is a bonus to the influence shouldn't it be something like +3%?
But when it's a bonus to the base statistic (to which the % influence will be applied to) shouldn't you refrain from calling it an influence bonus? I thought influences were the % statistics that will be applied to the numerical base statistics?
Say I have a melee defense bonus of 110 and my melee defense "influences" are 15%, wouldn't the result of this be a total score of 126,5? (110x1.15)
>revolt_
I hope I can still edit those posts... hehe :smileysurprised:
Even more. What about my Army Boots? Hardly a handful of people have those.

And I would seriously LOVE to see the taskmasters gear changed. Maybe a one in a million drop to encourage PVP outside of Mara.

Widows Moor glasses:
Warboy090 wrote:
How about the Widow moor glasses, Fighters gloves, or Watcher glasses?
Powerless Duration Bonus +4%
Initiative Bonus +3%
Debuff Area Radius Bonus +3%
Inner Strength Regen Rate +15%
Health Regen Rate +15%
Fighters Gloves:
Force Combat +9%
Melee Damage Bonus +1%
Watcher's Shades:
Initiative Bonus +3%
Detect +45
Stealth Detection +40
Sneak Attack Detection +60
(the watcher's shades will probably be changed again, I'm not certain that those abilities will work the same under CR2)

>revolt_
Woot!!! IS regen!
HCFrog wrote:Widows Moor glasses:
Warboy090 wrote:
How about the Widow moor glasses, Fighters gloves, or Watcher glasses?
Powerless Duration Bonus +4%
Initiative Bonus +3%
Debuff Area Radius Bonus +3%
Inner Strength Regen Rate +15%
Health Regen Rate +15%
Fighters Gloves:
Force Combat +9%
Melee Damage Bonus +1%
Watcher's Shades:
Initiative Bonus +3%
Detect +45
Stealth Detection +40
Sneak Attack Detection +60
(the watcher's shades will probably be changed again, I'm not certain that those abilities will work the same under CR2)
What about Jack's Gloves? (Just kidding)
Hey seriously though for the real new players I hope they get a comparable equivalent with the Industrial Shirt and Pants. Super-lowbies need all the help they can get.
While I'm on the subject, I copychar'd a level 8 and a level 15. The gear they are wearing had an increased level requirement....a coat for my level 15 used to be minimum level 10 now it's upped to 20 for some reason. A shirt my 8 had with no level requirement went up to some much higher level too. It's my favorite gear for both of them, not for insane buffs which they don't have (the buffs are slight) but for also for stylistic purposes.
I can /ccr bug the stats for them if you want.
Again while I'm on the subject will some of the original functionality of buffs on non-unique items be reajusted back so that they have some correlation to what the original buffs were? ie. a +5 MCT pair of pants which was replaced with a bonus for code crafting for example. You know, non-sequitors like that.
HCFrog...make sure you just dont toss buffs out the window to what you think players want...thats my main warning. What you think..isnt necessarily what is true. I'd just make sure everything is as close to the old system buff wise so people dont feel ripped off for all the hard work they did grinding these rare items.
..this is the best opportunity theres ever likely to be for changing the 'theme' of some item buffs. some ppl look sideways at certain strange combinations such as dodge ranged, and viral damage buffs.
as someone who only uses hacker and gunner, i think this makes perfect sense. with a hacker loadout, operative bonuses arent your specialty. as such, you get bullets upside the head a bit more often than if you were packing a gunner loadout. thus, some dodge to go along with your hax buffs just makes sense.
as you go over all these items, LOOK at the relation between each buff and think about if it makes sense =D
try also to think about shirt vs pants, or gloves vs boots.. it would be cool if at least some items were arranged in such a way that someone could put together a consistent, coherent full suit of clothing for a certain purpose. if its like you say, clothing just wont help as much as it used to.. then whats the harm?
im a gunner and as of recently, i piddle around with a hacker loadout. my hacker 'outfit' is decent but it has melee gloves. it has melee gloves cuz i cant find anything that aids my hacking efforts =D
im level 28 and ive been playing for 10-11 days now.. so im still quite the noob, its entirely possible i have this all wrong. your mileage may vary =D
Please

bonopi wrote:
what about the assassin's mask?
Yes i'm curious on this too.
movement speed +10%
ballistic accuracy bonus +5%
max buffer +40 pts
max health +400 pts
max inner strength +35 pts
health regen rate +20%
IS regen rate +20%

ahhh now thats more like it! It's still pretty hardcore but really only a little better than a really good (accessable) hat is.
HCFrog wrote:
The Assassin's Mask is still very nice, but it ain't as nice as it used to be...
movement speed +10%
ballistic accuracy bonus +5%
max buffer +40 pts
max health +400 pts
max inner strength +35 pts
health regen rate +20%
IS regen rate +20%

*Maniacle laughter*
HCFrog wrote:
The Assassin's Mask is still very nice, but it ain't as nice as it used to be...
movement speed +10%
ballistic accuracy bonus +5%
max buffer +40 pts
max health +400 pts
max inner strength +35 pts
health regen rate +20%
IS regen rate +20%
HCFrog wrote:
The Assassin's Mask is still very nice, but it ain't as nice as it used to be...
movement speed +10%
ballistic accuracy bonus +5%
max buffer +40 pts
max health +400 pts
max inner strength +35 pts
health regen rate +20%
IS regen rate +20%
how about making the fly virus immunity work against its coruption pulse :smileyvery-happy:



sorry for the nub question but are the percentages added onto base stats or stats at the end of a buff persay?
Regards
Ok for those of you that do not have the old stats here is what the old items
did. Note: I could be off on some of the names or old buffs as the info is
coming from some of my old notes. I have included what the new items were
said to look like from previous posts in this thread. I did not incluse the
Old Collector items. Tha will be in another post
------- Hideout Items -----
Old Dark Forest Shirt / Halen's Raiment
Viral Resistance +13%,
Melee Physical Damage Resistance +13%,
Ranged Physical Damage
Resistance +13%,
+5 All Atributes
(Male: Even though it says ability levels +5, it actually gives Reason: +5,
Perception: +2, Belief: +8, Focus: +5, Vitality: +5))
Old Evergreenskin Shirt / Black Widow's Threads
Viral Resistance +15%,
Melee Physical Damage Resistance +15%,
Ranged Physical Damage Resistance +15%,
all abilities +7, Min lvl 40)
Old Trolls Hide / Emma's Vengeance
Viral Resistance +18%,
Melee Physical Damage Resistance +18%,
Ranged Physical Damage Resistance +18%,
all abilities +9, Min level 40)
First pass, New Trolls' hide is:
Melee Damage Resistance 18 pts
Viral Damage Resistance 18 pts
Ranged Damage Resistance 18 pts
Ballistic Defense Bonus +3%
Melee Defense Bonus +3%
Thrown Defense Bonus +3%
Viral Defense Bonus +3%
Initiative Bonus +3% (more likely to win in a special move
vs. special move situation)
Old Blackwolf Coat
Max Health +250,
Health Regen +30%,
Belief +7, Min lvl 30
Old Greywolf Coat
Max Health +300,
Health Regen +45%,
Belief +8, Min lvl 30
Old Direwolf Skin
Max Health +350,
Health Regen +60%,
Belief +9, Min level 30
New Direwolf Skin:
Melee Damage Bonus +3%
Max Health +350 pts
Health Regen Rate +20%
Old Surefoot Sneakers
Level 10 min,
Range Damage +20 pts,
Combat Evasion +5%,
Perception +3 Levels
Old Steady Sneakers
Level 10 Min,
Perception +4,
Range Damage +20,
Combat Evasion +7%
Old Solid Sneakers
Min level 10,
Perception +5,
Ranged Damage +30,
Combat Evasion +10%
Old Ravenswing
min level 9,
Viral Damage +20 pts,
Focus +3 Levels,
Viral Trasmitter +10%
Old Ravenstail
min level 9,
Viral Damage +25 pts,
Focus +4 Levels,
Viral Trasmitter +15%
Old Ravensfeather
Focus +5,
Viral Damage +30,
Viral Transmission +20, Min lvl 9)
Old Corrupt Gloves
Level 9 min,
Perception +3,
Melee Damage +20,
Melee Combat Tactics +5
Old Defiled Gloves
Level 9 min,
Perception +4,
Melee Damage +25,
Melee Combat Tactics +7
Old Fighter's Gloves
Perception +5,
Melee Damage +30,
Melee Combat Tactics +10,
Min lvl 9
New Fighters Gloves:
Force Combat +9%
Melee Damage Bonus +1%
Old Euphoricap
Belief +5,
Viral Resistance +10%,
Viral Deflection +20, Min lvl 14
Old Hygenicap
Belief +6,
Viral Resistance +12%,
Viral Deflection +25, Min lvl 14
Old Asepticap
Belief +7,
Viral Resistance +15%,
Viral Deflection +30, Min level 14
Old Dark Shadow Jacket
Belief +6,
Grants Sneak While Active, Min lvl 19
Old Black Shadow Jacket
Belief +7,
Grants Sneak While Active, Min lvl 19
Old Deep Shadow Jacket
Belief +8,
Grants Sneak While Active, Min level 19
Old Detection Shades
Concealment Detection +16,
Stealth Detection +20%,
Sneak Attack Detection +30%,
Perception +5, Min lvl 25
Old Perception Shades
Concealment Detection +24,
Stealth Detection +25%,
Sneak Attack Detection +40%,
Perception +6, Min lvl 25
Old Watcher's Shades
Concealment Detection +32,
Stealth Detection +30%,
Sneak Attack Detection +50%,
Perception +7, Min lvl 25
New Watcher's Shades:
Initiative Bonus +3%
Detect +45
Stealth Detection +40
Sneak Attack Detection +60
Old Lionskin Wrap
Reason +5,
Inner Strength Regen +20%,
Max Inner Strength +20 pts, Min level 16
Old Tigerskin Wrap
Reason +6,
Inner Strength Regen +25,
Max Inner Strength +25 pts, min level 16
Old Dragonskin Wrap
Reason +7,
Inner Strength Regen +30%,
Max Inner Strength +30 pts, Min level 16
Old Widow's Gi/Dress
Force Combat +40%,
Movement Speed +25%,
Melee Combat Tactics +5,
Reason +5, Min lvl 24
Old Spider Gi/Dress
Force Combat +50%,
Movement speed +30%,
Melee Combat Tactics +7,
Reason +6, Min lvl 24
Old Black widows Gi/Dress
Force Combat 40%
Dodge Ranged +3
Melee Physical Damage
Resistance 5%
Reason 5 Lvls, Min lvl 24
Oldest Black widows Gi/Dress
Force Combat +60%,
Movement speed +40%,
Melee Combat Tactics +9,
Reason +7, Min lvl 24
Note: You need to have a different version of this because plenty of people
still have this version. I know I do at full purity
Old Lancet ((Pistol)
Base Damage: 180-260pts,
Range 16m,
Armor Piercing,
Focus +7,
Ranged Combat Tactics +5,
5% chance Causes Stun 8secs, Min lvl 35
Old Needler ((shotgun)
Base Damage: 180-260pts,
Armor Piercing,
Focus +8,
Ranged Combat Tactics +5,
5% chance Causes Stun 8secs, Min lvl 35
Old Stinger ((shotgun)
Base Damage: 180-260pts,
Armor Piercing,
Focus +9,
Ranged Combat Tactics +5,
5% chance Causes Stun 8secs, Min lvl 35
-------- Construct Items ---------
Old Yuki Ninja Bandanna
Melee Physical Damage Resistance 6%,
Ranged Physical Damage Resistance 6%,
Viral Deflection 25pts,
Focus +10 Levels, Minimum character level at 30
Old Yuki boots (I don't have this info)
Old Yuki gloves (I don't have this info)
Old Ashencourte Shades
concealment detection +10,
concentration +10
perception +12
Old Ashencourte Leggings
Melee Combat Tactics +3,
Ranged Physical Damage Resistance +6%,
Dodge Ranged +3, Min Level 25
Old TaskMaster Beret
Super Jump 60pts no min level required non tradable or sellable
Old Heavy Meson Rifle Mk II (I don't have this info)
Old Light Meson Rifle Mk II
130 - 200 pts Damage,
Armor Piercing
Range 20m,
Ranged Combat Tactics -5,
15% chance to Cause Stun 8 secs, Min char Level 30
Old Medium Meson Rifle Mk II (I don't have this info)
Old Sakura Ninja bandana (male) / Sakura Ninja Mask (Female)
melee damage resist 9%,
ranged damage resist 9%,
viral deflection 50pts,
focus +15 levels, min Level ?35?
New Sakura Ninja Bandana:
IS Regen +15%
Melee Damage Resistance +25 pts
Ranged Damage Resistance +25 pts
Viral Defense Bonus +4%
Old Sakura ninja boots
Stealth +40
Combat Evasion +50%, min level 35
Old Sakura Nija Gloves
Melee Physical Damage Resist +6%,
Melee Damage +40, Min Level 30
Old Widow's Moor Lenses
Focus +5,
Perception +5,
Inner Strength Regen Rate +25%,
Health Regen Rate +25%,
Belief +15
New Widows Moor glasses:
Powerless Duration Bonus +4%
Initiative Bonus +3%
Debuff Area Radius Bonus +3%
Inner Strength Regen Rate +15%
Health Regen Rate +15%
Old Widow's Moor Cap
Inner Strength Regen +25%,
Vitality +10 Levels
Old Window's Moor Wool
Viral Resistance +8%,
Combat Evasion +40%
------- Other Items -----
Old Assassian Mask: Gotten from having the killing blow on the Assassian
Combat Tactics +5,
Max Buffer +40,
Max Health +400,
Max Inner Strength +35
Health Regen Rate +100%,
Inner Strength Regen Rate +100%,
Movement Speed +10%,
Special Corrupt Pulse attack (not sure on this), Min Level 45
New Assassin's Mask
movement speed +10%
ballistic accuracy bonus +5%
max buffer +40 pts
max health +400 pts
max inner strength +35 pts
health regen rate +20%
IS regen rate +20%
Old Torturer's Gloves
Melee Dmg +50,
Viral Resistance +10%,
Viral Deflection +12,
Stealth Dmg +60,
Lock Picking +10
New Torturer's Gloves:
LockPicking +10 (woowoo)
Melee Damage Bonus +3%
Viral Resistance 25 pts
Viral Defense Bonus +4%
Thrown Damage Bonus +4%
+ the occasional Negative Condition Sweep when you take damage
And remember, when you see something like Thrown Defense +3, that's
not +3 to your roll, it's +3 to the Thrown Defense influence.
Last of The Guardians
Message Edited by -Illian- on 03-03-200605:52 PM



