by Jakub » Thu Jul 13, 2017 8:18 am
This will be focusing on the armors that can be crafted ( excluding beholder ). Eventually, the armors aren't worth crafting due to the price/bonus ratio. I wouldn't say that there is no bonus, but going up to the next tier only provides a small bonus. It also seems that mage/cowboy/archer have some defense stats that are pretty equal, so why not space them out more. The only place that really has a good bonus, is going from the last buyable armor, to the first tier you can craft. Tier 4 is not bad, but the reason is because tier 3 is absolutely terrible.
Mithril
Cryo
Ultima
Magma
Divine
Mystical tribe
Ghillie
Millennium
Phantom
Hydro
Spellbound
Empowered
Enforcer
Atomic
Wrangler
Corruptor
Compare each current armor stat to each current stat. Compare each newer stat to each newer stat. You will see that the newer armor stats have a greater increase per tier, rather than what the current ones have. This makes armor much more better for its worth, and better for its "enemy equivalent" I did leave prey out because of it being a weird spot. Best thing to do is make it slightly stronger than mystical tribe.
Last edited by
Jakub on Sun Jul 16, 2017 7:31 am, edited 5 times in total.