Passive for Equipments

Passive for Equipments https://forum.arcaneodyssey.dev/uploads/default/original/4X/c/d/8/cd866f6bca303248af41a542a65ae8b484b7eab9.jpeg
effort 5.0 5 quality 4.0 5 reasonability 4.4 5

Have you ever felt we got lot of armor but like around 10% of them being used? Do you want more variety of builds? Do you want to build very niche character that defy meta, but still viable for the game content?

Introducing Equipment Passive

What are you talking about?

Well, as we know, weapons got passive. Some can lobotomize enemy, some can cause enemy to have hemorrhage and some will force enemy to take Ibuprofen.

But why? Why equipment need passive?

To answer that my friend, I am going to list a few issues that exist in Arcane Odyssey, specifically for equipments.

Problem with Arcane Odyssey Equipments.

I want to focus on two keys problem, which is:

1. Limited amount of stats

Im not talking about EP in particular. EP is actually a very great tool which I will explain later. Long story short, Arcane Odyssey is very limited in term of what stats can be manipulated for equipments. Believe me or not ladies and gentlemen, at some point we gonna reach a point where there is so many armor that just do the same thing. Just look at armor. Skyhall champion, Oathkeeper Squire etc.

In a way, it makes sense. I mean ya, ofc armor exist for defense. But we have so many armors I lose count of it. I personally keep my armor but mostly for vanity reason.

This create a problem for games like this where it was sold as “RPG with freedom of choice” but ultimately the path of choice all lead to rome, or elysium in our case. I mean people are free to be creative but the build they have might not be fun that they just opt back to the same 10% armors.

2. Lack of armor variety

Almost similar to first point, due to most armor are either niche, vanity focused or complete garbage, people will always opt for the few equipments that exist.

Even niche part of the game like the one where the person fling another person and someone use flight to go from sameria to bronze sea (gutted), there only few equipment capable of giving stats/strength required for those activity, and tbh, its not much a problem because its niche for a reason. However, if even casual player gonna use same kind of armor, it show the lack of real variety. Yeah sure some gonna say “Hey there is mix of this and that”. Sure, true, but its just revolve around the same armors, leaving hundred of other behind

How to solve this issue

This is just the solution I find best for this issue. Feel free to suggest something better if you feel like it, or improvement.

Give Passive to Equipments

As the title and the introduction suggest, giving passive to equipments can solve both issue at once. How you might ask? Won’t it create more problems?

Personally? If this handled badly then yes it will, which is why I’m going to talk about EP.

EP, for those who doesn’t know, is Efficiency Points. It basically just how many stats equipment can have before it being too strong. Its good for both gear building and balancing.

Its important to note that Boss drop generally have higher EP than other equipment on the same level.

Using EP as measurement, Balancing team or whoever that will implement equipment passive can provide appropriate passive for appropriate gear.

For example, Iron Leg Chestplate will increase damage done by 15% if the animation involve using leg, and this apply to any other fighting style. Meanwhile, King Calvus chestplate would have not so strong passive like “increasing damage by 5% if using different fighting styles/weapons/magic/spirits 2(mage/zerker)/3(warrior/oracle)/4(any class that use weapons beside warrior)/5 times in a row and all those attack need to hit enemy. Skills that hit multiple time only count as one hit. If attack misses then the count reset”

Meaning while savant is likely to abuse this, they gonna need to use 5 different things just so they get 5% damage boost. There is possibility people might want to spam attack size but, well they already did and this one require them to change a lot and not missing so ya. This is just example so whatever.

As you can see, passive for calvus is not the best, but as we know the armor itself is pretty good. Meanwhile with that passive, fighting chestplate can finally see the light of day.

In short,

High EP equipment = passive that just add without changing too much (e.g: kraken band give grab move 20% reach.)

Mid EP equipment = strong passive that complement the source it came from, while not being too strong (e.g: skyhall champion armor boost your power by 2 multiplied with amount of Skyhall guard alive on your ship. Meaning you ship sink and you lose the boost)

Low EP equipment = a very niche passive that is game changing in a very niche way (diver helmet give 70% extra air for example, Explorer backpack give increase luck by 5%, big cloak increase dash speed by 30%}

Conclusion

Is this too ambitious? Probably. Will this happen? Probably not. Did my time wasted writing all this knowing it wont make it to the game. Absolutely.

However, always remember

To hope, is to cope

Anyway, thats all from me, feel free to add something, share your own idea for passive or play devil advocate if you feel like it. Thank you.

4 Likes

Invis near enemies while out of combat with oblous mantle

3 Likes

i would say this is a good concept just bad examples, the problem is that its just really hard to come up with “passives” to give to armors without them already being a gem stat, or very much could be a gem stat instead, without them being overpowered or complete fodder

on the other hand, this would add more variety to the game, and at least slghtly dent the meta, and would probably offer more build uniqueness, i think it could be a cool feature if done right, but the problem is, its REALLY hard to do it right

2 Likes

hard to balance but peak suggestion if done right
also whats ep

Like I said, I just give those example just to give idea on how it should look like. Like the guy above you said, obolus mantle let you be invisible near enemy, then mix it with stealth and you got pretty niche but strong build.

Its not limited to gem stats, but with good enough balancing (I dont trust balancing team), we can have variety of armor for variety of situations, niche or not but it will sure be useful.

But like you said, it hard to be done right. We might just have kraken band summoning kraken bs cuz “its boss drop!”

Efficiency Points. Explained in solution

I still dont understand
can you rephrase pls

didnt think about that, but i feel like thatd get crazy fast with multiple strong passives

In theory, there’s actually a lot of possible combinations of stats for armor pieces. With the armor level cap, that should theoretically leave plenty of room for interesting stat blocks throughout the game’s lifespan, especially with the advent of negative stats.

The problem comes from Vetex constantly MAKING THE SAME ARMOR SET MULTIPLE TIMES. Seriously. He just loooooves putting the same combination of stats (with similar level caps) on different sets of gear, usually meaning that one is just strictly better than the others, either due to just having naturally higher stats, or being able to hold a modifier.

There just needs to be a better distribution of stats among armor pieces, really. Try not putting the same stats on everything in pitiful amounts. (Looking at you, Resistance.) Power and Defense are simply too good to pass up on, so there needs to be better non-P/D armor with incentive to do so.

Not to mention, actually distributing them across the world properly. A large majority of Power-boosting items are boss drops, while literally every substat-only piece is a chest item, subpar, and can’t even begin to compete.

EP is a scam. Rant over

And then came along armour levels, making this suggestion irrelevant as making per-equipment passives for items that won’t be used past a certain level will be seen as ‘wasteful’ and ‘stupid’.

Efficiency Points basically mean the value of gear stats.

1 power equal to 3 EP.

Substats equal to 1 EP

3 defense equal to one EP.

Balancing team use this as a way to determine the stats of equipments.

For example, let say Iron helmet give 300 defense. This mean 300/3 = it got 100 EP.

Now lets look at kraken band. 29 power, 114 defense and 21 range. 29*3 = 77, 114/3 = 38, 21 is 21. We take sum it all and we will get 136. This mean kraken band technically better than iron helmet.

I mean thats the point of passive. If you actually read the last part.

Power and Defense don’t count as enough EP imo. If substat builds are even going to begin to compete, they need help.

Definitely. Balancing team is smoking so I fear more that this suggestion ever pass than it never will

Overall I really love the idea of using passives to fix items that don’t really get used so that they fill a unique niche that you don’t get with more high efficiency choices, especially if they come with set bonuses so honestly I’m all for this. I don’t like how generic some of your proposed ideas are like just the flat percentage damage increases but I like the direction you’re going with this so I won’t mark any points off for that. I don’t really see any issue with this inherently so long as the especially strong items never get any especially strong passives. Would take a ton of work and time to add fitting passives for every niche armor set/accessory though but it’d be worth it honestly. Could see the apex set giving extra damage against targets in water for instance or the atlantean set making your attacks inherently inflict insanity on hit.

1 Like

So long as those passive dont stack on strong equipments. My main inspiration for this suggestion is Pokémon.

Its different game but it also have that “Yeah this pokemon might be shit in stats but the passive is darn strong”

They got balancing issues too but better than our at least

Rare items having strong passive effects is fine as long as that means that common and uncommon items get buffed to compensate. Common items having no passive, and uncommon items having a niche passive is fine (and makes sense - common items are easy to understand and have no special properties, while uncommon items get weaker passives), but the stats have to be buffed to accommodate. A common item absolutely cannot have less AP than a rare item. They need to be near-identical at the very least, to attempt to balance out the rare’s passive and the common’s potential modifiers.

The point of me suggesting item having passive it give variety of armor spotlight. What you say is complete opposite

IMO it makes more sense for boss drops and special, magical items to have the passives, due to them being rare and stuff. But obviously that can’t happen unless commons and uncommons get heavily boosted stats to make them better than rares raw-stat-wise. What I’m trying to say is that rare items get gimmicks, while common and uncommon items get bigger stat blocks than the rare stuff. That way it’s a trade-off.

1 Like

The thing is, most top tier gear is already good without passive, so people will lock onto them for sure. Top tier gear passive being weaker don’t mean it useless. It just mean we won’t see same build across the globe. I mean if we follow your routes, we gonna come full circle back to our main problem, which is lack of variety in builds. thats why I suggest these

High EP equipment = passive that just add without changing too much (e.g: kraken band give grab move 20% reach.)

Mid EP equipment = strong passive that complement the source it came from, while not being too strong (e.g: skyhall champion armor boost your power by 2 multiplied with amount of Skyhall guard alive on your ship. Meaning you ship sink and you lose the boost)

Low EP equipment = a very niche passive that is game changing in a very niche way (diver helmet give 70% extra air for example, Explorer backpack give increase luck by 5%, big cloak increase dash speed by 30%)

I think my idea is good enough, but seeing balancing team track record create fear in me as if this ever pass, they might follow your route instead, creating back the 10% armor problem I mention above, essentially changing nothing except making the game more cluttered.

Edit: Not that this will ever pass but hey, to hope is to cope.

1 Like