Clothing in CU
30 posts · 2006-03-02 19:13:41 to 2006-03-16 01:01:22
Clothes will still be a very valuable (even fairly necessary) part of your loadout, but the armored and shielded clothing will be way more useful now than they used to be. The highest level armored stuff used to be 6%, and is now either 33pts or 36pts (I can't remember which offhand).
There are six armored variants, and six shielded variants, of every single piece of clothing in the game. Well, probably 95% (I think there might be a couple missing here and there).
The upshot being that you should be able to pick any outfit you like and find a shielded or armored variant of that outfit, allowing people to wear any outfit into combat without getting pwned.
The unique loot items are still pretty good, with better buffs, but at the same time they always carry less shielding than basic armored/shielded stuff. You have to choose between cool buffs and maintaining your damage resistance, meaning there is no longer a "why would I wear anything else" situation. And under the new combat system, your stats, abilities, and buffs will give you more bonuses (aside from damage resistance) than any type of clothing will.
Sooo... clothing still matters, and there might be some clothing items you see more often than others, but the situation where every single MA is wearing the same outfit should be very greatly alleviated.
This was a sort of compromise between those who didn't want to hear that all their time camping X construct boss had been wasted, and those who wanted more freedom in what they wear.
Message Edited by HCFrog on 03-03-200603:42 PM
Here's exactly how many existing clothing items have shielded and armored variants:
Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%
This post FTW!
HCFrog wrote:
I just wanted to give y'all a little update that I promised a while ago... I just now got a chance to check through the loot tables, and every single armored and shielded item is available in the loot tables. Also one of our designers just added some new items to spread them out level wise (since currently, the vast majority of the enhanced items in the game are low level). So there are some higher level enhanced items, including some more gloves and glasses with resistances.
Here's exactly how many existing clothing items have shielded and armored variants:
Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%
Awesome.

That's awsome news.
HCFrog wrote:
So there are some higher level enhanced items, including some more gloves and glasses with resistances.
HCFrog wrote:
I just wanted to give y'all a little update that I promised a while ago... I just now got a chance to check through the loot tables, and every single armored and shielded item is available in the loot tables. Also one of our designers just added some new items to spread them out level wise (since currently, the vast majority of the enhanced items in the game are low level). So there are some higher level enhanced items, including some more gloves and glasses with resistances.
Here's exactly how many existing clothing items have shielded and armored variants:
Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%
Good news and exactly what I wanted to hear.

Now it's time to complete the shoes and coats percentages, non?

>revolt_
Listing what they are, gender, level req, buffs, level of difficulty and cost of coding.
If you would like a direct link to the file please pm me.
Now while I don't mind going back through this file to update all of the buffs on the clothes, one thing still bothers me about clothing in CR 2.0
The number of clothing items in the game which are decompilable is somewhere around 16,000 (please correct if I am wrong)
I currently have 1400+ clothing items decompiled and catalogged (with another 200 sitting in my email waiting to be decompiled). However, because that is less than 1/10th of the total items in game, it will still be very difficult to have complete freedom in the clothing we wear. How exactly could one go about having all clothing items decompiled without having to search high and low for months and months?
Also if you had to put a weight of importance on clothing vs attributes and abilities, what would it be?
Example: 10% clothing 60% attributes 30% abilites
Message Edited by DA6ONET on 03-07-200607:10 PM
I'd have to look through stuff again, but I think that it would kinda be like this:
DA6ONET wrote:
Also if you had to put a weight of importance on clothing vs attributes and abilities, what would it be?
Example: 10% clothing 60% attributes 30% abilites
Your abilities get you to a certain starting point for your level. Everybody at that level should be at least there, and if not, they're doing something very wrong.
From there to the cap of whatever you're talking about (accuracy, damage, etc), you'd get
50% attributes 30% buffs 20% clothing...or something along those lines. Also note that the 20% from clothing assumes that you have ditched all resistance clothing in favor of enhanced/buffed clothing. So the closer you get to the cap, the less resistance you're going to have.
For damage resistance it is different -- I don't know offhand how high you can get your resistances using just buffs, but the bulk will probably come from clothing. If you're a level 50 and you have top level resistance clothing, including some new glasses and gloves in upcoming patches, you can get two resistances to 216. Over 250 won't really do anything for you, as the max useful resistance is (level * 5). I would be interested to see how high a player could get all 4 resistances, with top level clothes, buffs, stats, and anything else they can think of

*sigh*
HCFrog wrote:
.... but the bulk will probably come from clothing. If you're a level 50 and you have top level resistance clothing.......with top level clothes

Message Edited by Tytanya_MxO on 03-08-200606:11 AM
I mean for every apparel item you find ingame there's prolly an high level armored version out there in the loot tables now. That means you'll eventually get your perfect outfit if you loot, search and wait enough.
>revolt_
mwuahahah you know who to call on vector! www.tbmmxo.com go to the place an order page of forums
DA6ONET wrote:
I currently have 1400+ clothing items decompiled and catalogged (with another 200 sitting in my email waiting to be decompiled). However, because that is less than 1/10th of the total items in game, it will still be very difficult to have complete freedom in the clothing we wear. How exactly could one go about having all clothing items decompiled without having to search high and low for months and months?Message Edited by DA6ONET on 03-07-200607:10 PM

Bah we need a Recursion item database!
Bethlahem wrote:
mwuahahah you know who to call on vector! www.tbmmxo.com go to the place an order page of forums

>revolt_ wrote:
Why *sigh*?
Clothing has been elevated in importance in cr2 at least for pvp, the best clothes will inevitably end up being the best clothes...variety will be restricted to that subset, yes making it bigger is cool but as our RSI are inherently less strong, the overall need for those uber-items will increase from our present situation.
I confess the importance I placed on the issue is born of ignorance on my part - as I had not appreciated the lesser impact on the hostile servers...on vector these will be a virtual 24/7 need sadly.
Tytanya_MxO wrote:
>revolt_ wrote:
Why *sigh*?Clothing has been elevated in importance in cr2 at least for pvp, the best clothes will inevitably end up being the best clothes...variety will be restricted to that subset, yes making it bigger is cool but as our RSI are inherently less strong, the overall need for those uber-items will increase from our present situation.
I confess the importance I placed on the issue is born of ignorance on my part - as I had not appreciated the lesser impact on the hostile servers...on vector these will be a virtual 24/7 need sadly.
I don't understand tytanya - Even if we majoritarily wear shielded clothes we will still LOOK different at least.
Bethlahem wrote:mwuahahah you know who to call on vector! www.tbmmxo.com go to the place an order page of forums
DA6ONET wrote:
I currently have 1400+ clothing items decompiled and catalogged (with another 200 sitting in my email waiting to be decompiled). However, because that is less than 1/10th of the total items in game, it will still be very difficult to have complete freedom in the clothing we wear. How exactly could one go about having all clothing items decompiled without having to search high and low for months and months?Message Edited by DA6ONET on 03-07-200607:10 PM
I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!
550+ Armored or Shielded. Now this was all done before I learned about the
/codeStruct command that will give you the name of everything that you can
make. What I worry about is going thru all that and having to type in the new
buffs, plus having to keep the old ones to see how much we are
getting nerfed especially Crafters -
http://mxoboards.station.sony.com/matrix/board/message?board.id=CR20Items&message.id=584
that these may not be the last change to the clothing buffs, but the current
versions are very disappointing
Message Edited by DelstarDotstar on 03-10-200607:50 AM
Last of The Guardians
DelstarDotstar wrote:Some of those changes on crafters clothing make no sense. Now I know
that these may not be the last change to the clothing buffs, but the current
versions are very disappointingIs there a way to get a conversion table once the CR 2.0 goes live?
/agree
DA6ONET wrote:
I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!
Thats a good idea, i can do that for VH's uniform too (we need female and male sets though.
hmmmm.... that gives me a good idea for a new contest
DA6ONET wrote:I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!

SkyBruin wrote:Hey Delstar,What was the command you posted for the list of items you can construct? The one you listed above (/codeStruct) gives an unrecognized command when used.
/codestructs You need an S on the end 
Ok here is the post I made on it
http://mxoboards.station.sony.com/matrix/board/message?board.id=coder&message.id=284
I will try it in the Test server when I get home and see, but I assumed that it works there.
Last of The Guardians
Message Edited by Cal on 03-16-200601:13 AM
