This post contains a poll with results and analysis of T3 plate armor.
The Poll
Votes are anonymous.
- Overpowered
- Stronger
- Balanced
- Weaker
- Underpowered
- Plate
- Mesh
- Leather
- Cloth
The Poll is Closed.
Results
I’m just giving a very basic interpretation of the results.
Plate armor when compared to Cloth armor.
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38% of people think Plate is overpowered when compared to Cloth
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33% of people think Plate is stronger when compared to Cloth
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24% of people think Plate is balanced when compared to Cloth
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0% of people think Plate is weaker when compared to Cloth
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5% of people think Plate is underpowered when compared to Cloth
The data is obviously Skewed to the Right, this means that the Mode (the highest frequency) and Median (the middle value) are to the Left of the Mean (the average).
We don’t have to use statistics here since a visual representation (Current State vs Ideal State) is enough to draw the conclusion that plate is overpowered/stronger when compared to cloth.
The data does not resemble a normal distribution.
Primary Armor Type
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43% of people primarily wear Plate armor.
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31% of people primarily wear Mesh armor.
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17% of people primarily wear Leather armor.
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9% of people primarily wear Cloth armor.
The data is obviously Skewed to the Right, this means that the Mode (the highest frequency) and Median (the middle value) are to the Left of the Mean (the average).
We don’t have to use statistics here since a visual representation (Current State vs Ideal State) is enough to draw the conclusion that plate and mesh are more frequently worn than leather and cloth.
The data does not resemble a uniform distribution.
Analysis
The scope of this analysis is limited to comparing various T3 pieces of armor at it’s baseline. Meaning upgraded pieces of T3 armor, T1 and T2 armor are outside the scope. I compared various pieces of T3 gear and wrote down the approximate armor average, weight and poise per type: plate, mesh, leather and cloth. I’m also not factoring in weapon weight.
Current State
Most builds tend to favor Plate armor over any other type of armor due to the returns on armor and poise being too high with barely any off sets. Weight alone is not enough. The incentive is skewed into one direction with a stacking penalty of weight. There has to be an incentive to wear Cloth over Leather over Mesh over Plate.
This is the approximate* armor average for base T3 armor.
*approximate because finding the average for base T3 armor without knowing the upper limit, lower limit and distribution type is both nigh impossible and too time consuming for me.
The armor poise for base T3 armor does not fluctuate.
The armor weight for base T3 armor does not fluctuate.
This gets worse of you start to factor in lower tier gear which weighs less. Especially Plate. The blacksmith’s T2 set weighs 150 and the T3 set 250. Again, this is outside of the scope, but, still important to mention.
Base Cerim
A base Cerim has an equip load of 10 and can wear a 170 total weight. Every point into equip load adds 10 to the total weight.
The cutoff point for Low-Normal is 35% and for Normal-High 60%.
We can level up 29 times gaining 3 attribute points each time for a total of 87 attribute points.
Heavy Load
To be able to wear T3 base plate you need to invest 9 attribute points into equip load. This is 10,35% of your current max available attribute points. Not a whole lot.
Normal Load
Now if you want to wear plate and have a Normal equip load. You need to have 420 (lol) total weight. 420 x 60% = 252. Base T3 plate weighs 250. So you need to invest 25 points into equip load. This is 28,74% of your current max available attribute points. This is already looking more balanced.
However, we can add feather’s to our armor lowering to total weight of our armor. Feathers fluctuate between 9% and 30% so we will use 19,5% as an average. Which means our 250 weight armor now weighs 201,25. 201,25 / 0,6 = 335,42. 335,42 - 170 = 165,42. Which means we need to invest 17 points into equip load. This is 19,54% of your current max available attribute points.
Light Load
If you wish to wear Plate and have a Light load. We need to have an equip load of at least: 715.
250/0,35 = 714,29
714,29 - 170 = 544,29
544,29 / 10 = 55 (rounded up)
So we need to spend 55 attribute points to wear plate and have a light load. This is 63,22% of our attribute points. Here is where we can see the balancing portion of the game.
If we factor in feathers we have to spend 41 attribute points, 47,13% of our attribute points. This is already considerably less. But, it remains a large amount of attribute points to invest.
Additional Considerations
We can even go further than that if we look at affixes that increase equip load or rings that increase equip load. The trade off between Armor & Poise versus Weight is now even less impactful. There are 2 incentives towards plate with 1 down side that can be negated by too many factors.
In summary:
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9/87 attribute points to have a Heavy Load.
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25/87 attribute points to have a Normal Load.
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17/87 attribute points and 4 feathers to have a Normal Load.
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55/87 attribute points to have a Light Load.
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41/87 attribute points and 4 feathers to have a Light Load.
From the outset this may appear balanced if the goal is to have a Heavy Load with Plate, more taxing to achieve a Normal Load and too taxing to achieve a Light Load.
However, the main issue is Armor Types being skewed in favor of Plate. This is created by the Armor Value and poise being skewed towards Plate and nothing being skewed towards Cloth. With only a singular penalty for Plate, Weight.
In most CRPGs Plate armor has a higher armor value but lower dodge as a trade off, vice-verse for cloth. Now in Wicked there is no trade off favoring cloth. Using dodge would also not make any sense, since it is a soulslike. Yet, there should be a trade off.
Conclusion
What exists:
Incentive: Armor: Plate > Mesh > Leather > Cloth
Incentive: Poise: Plate > Mesh > Leather > Cloth
Penalty: Weight: Plate < Mesh < Leather < Cloth
What we need:
Incentive: Something: Cloth > Leather > Mesh > Plate
Example
If you want to be thematic about it you could replace ‘something’ with ‘‘Effective Focus Gain’’. Cloth wearer’s are usually associated with having more resources like mana. Meaning Cloth and Leather armor’s have more focus on focus gain and Mesh and Plate more focus on being tanky.
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Cloth, Effective Focus Gain 100%
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Leather, Effective Focus Gain 82,5%
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Mesh, Effective Focus Gain 62,5%
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Plate, Effective Focus Gain 50%
So, where plate wearers normally gain 40 focus they now gain 20, as trade off.
Don’t focus too much on the values, it’s an example.