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Message: Moonlight set  
 Post subject: Moonlight set
PostPosted: November 15th, 2011, 10:14 am 
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Joined: October 18th, 2011, 12:26 pm
Posts: 305
PSN Name: tenkirby
AFAIK all armor in the game has its purpose, light armor offer low defense in exchange with low weight. Heavy armor offers higher defense and poise in respect to weight. But the moonlight set is just useless!
Its defense is the crappiest in the game while its weight is still bad compared to how much defense is given.
Antique set has less weight with *more* defense. I mean come on! and it looks pretty good too.
Is there an apparent reason for this set or a purpose I'm unaware of??


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 10:52 am 
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Joined: June 7th, 2011, 12:57 pm
Posts: 763
PSN Name: d0cHollington
The only piece I've played with is the crown. It has less of a mag dmg bonus then the dusk crown but it doesn't lower your mag def like the dusk crown does.

Besides that you're right it's pretty useless lol. Also post patch the best piece of the dusk set is getting nerfed hard (it will have 1/3 the defences that it currently does at +5) So it will be unusable as well :(

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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 10:55 am 
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Joined: October 18th, 2011, 12:26 pm
Posts: 305
PSN Name: tenkirby
So the head piece will have an apparent purpose, guess ill save it when i go into the forest human... You know... so that me and the invaders can be on a fair level


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 11:04 am 
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Joined: June 7th, 2011, 12:57 pm
Posts: 763
PSN Name: d0cHollington
Ohh and one thing that most people don't know about both the dusk crown and the darkmoon crown the spell damage increase works for all forms of magic (miracle, sorcery, pyro) even though the description says that it only increases the power of sorcery spells.

This only works on damage spells not buffs....and I'm not sure about heals.

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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 11:11 am 
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Joined: November 3rd, 2011, 9:32 pm
Posts: 118
I've been bouncing around with certain armor items in my inventory as I've leveled myself up and as I've received the materials to level up armors.

There are several sets that just completely get passed up because they are filler and don't do anything or have any benefit whatsoever. So now we have a community of players wearing.... Elite knight's armor! Or Havel's! How exciting! (with black leather boots of course).

An incredibly simple solution would be to have every ounce of weight offer a level of encumbrance.

Don't get me started on how many cool looking weapons are out there that completely suck.


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 11:44 am 
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Joined: October 18th, 2011, 12:26 pm
Posts: 305
PSN Name: tenkirby
Shinobi wrote:
I've been bouncing around with certain armor items in my inventory as I've leveled myself up and as I've received the materials to level up armors.

There are several sets that just completely get passed up because they are filler and don't do anything or have any benefit whatsoever. So now we have a community of players wearing.... Elite knight's armor! Or Havel's! How exciting! (with black leather boots of course).

An incredibly simple solution would be to have every ounce of weight offer a level of encumbrance.

Don't get me started on how many cool looking weapons are out there that completely suck.

I was just hoping it would be worth wearing for light-armored players... Guess i can rock it and ignore the fact that it sucks :P
As for weapons, I don't think there is a lot of weapons that are useless. take the sunlight straight sword as an example. at first glance, it looks pretty crappy. But did you know when upgraded to occult path it gets a B scaling (something Faith scaling doesnt get very often) and post-patch it will be an A?
Battle axe I believe if upgraded to raw can deal pretty good damage.
All in all, in my personal experience
moveset>AR
As for the part highlighted in bold, I dont quite get what you mean...


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 12:54 pm 

Joined: October 7th, 2011, 8:19 am
Posts: 2252
Location: United States
PSN Name: Hitman_Warlord69
tenkirby wrote:
Shinobi wrote:

An incredibly simple solution would be to have every ounce of weight offer a level of encumbrance.

As for the part highlighted in bold, I dont quite get what you mean...

I understand what he means. He's saying have every .1 Weight you add give you slightly slower move/roll speed, and not have the 0%-24%, 25%-49%, etc. It could possibly work better, but would be a lot harder to impliment, and could possibly be too much for the game to handle with 4 Players in one world at a time.


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 2:35 pm 

Joined: October 15th, 2011, 3:33 pm
Posts: 44
PSN Name: Mikekan13
Hitman_Warlord69 wrote:
tenkirby wrote:
Shinobi wrote:

An incredibly simple solution would be to have every ounce of weight offer a level of encumbrance.

As for the part highlighted in bold, I dont quite get what you mean...

I understand what he means. He's saying have every .1 Weight you add give you slightly slower move/roll speed, and not have the 0%-24%, 25%-49%, etc. It could possibly work better, but would be a lot harder to impliment, and could possibly be too much for the game to handle with 4 Players in one world at a time.

As far as programming it would only change the equation a little and not effect the performance at all. This is a design choice (a bad one in my opinion). For example this is probably what the code is like now:

Code:
playersWeight/playersMaxWeight*100=weightClass
if weightClass < 25 then roll speed = 50 ( or whatever number) ect ect


It could just as easily be another equation with more degrees of change.
Code:
playersWeight/playersMaxWeight*100=weightClass
baseRollSpeed - weightClass = rollSpeed


baseRollSpeed could even be 100 so if you maxed your weight your character wouldnt roll at all. This could be used for all things: Run speed, weapon swing speed, fall speed, ect. It would have no effect on performance and would just make the game deeper.


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 2:48 pm 
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Joined: October 18th, 2011, 12:26 pm
Posts: 305
PSN Name: tenkirby
Mikekan13 wrote:
Hitman_Warlord69 wrote:
tenkirby wrote:
As for the part highlighted in bold, I dont quite get what you mean...

I understand what he means. He's saying have every .1 Weight you add give you slightly slower move/roll speed, and not have the 0%-24%, 25%-49%, etc. It could possibly work better, but would be a lot harder to impliment, and could possibly be too much for the game to handle with 4 Players in one world at a time.

As far as programming it would only change the equation a little and not effect the performance at all. This is a design choice (a bad one in my opinion). For example this is probably what the code is like now:

Code:
playersWeight/playersMaxWeight*100=weightClass
if weightClass < 25 then roll speed = 50 ( or whatever number) ect ect


It could just as easily be another equation with more degrees of change.
Code:
playersWeight/playersMaxWeight*100=weightClass
baseRollSpeed - weightClass = rollSpeed


baseRollSpeed could even be 100 so if you maxed your weight your character wouldnt roll at all. This could be used for all things: Run speed, weapon swing speed, fall speed, ect. It would have no effect on performance and would just make the game deeper.

Yeah but wouldnt that make the animations look horrible? or require more work to set an animation to every single degree. Because an I see it now, Theres an animation for each weight class. If you have the same animation just slowed down depending on weight, that wouldnt look too good.
Imagine a guy walking, now imagine it in Slo-mo....
same thing here...


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:00 pm 

Joined: October 15th, 2011, 3:33 pm
Posts: 44
PSN Name: Mikekan13
Quote:
Yeah but wouldnt that make the animations look horrible? or require more work to set an animation to every single degree. Because an I see it now, Theres an animation for each weight class. If you have the same animation just slowed down depending on weight, that wouldnt look too good.
Imagine a guy walking, now imagine it in Slo-mo....
same thing here...


Depends on how they set up the animation system. You could just have every limb/joint move at the appropriate speed. Assuming they don't have a robust animation system then they could just use more set animations. I would have to look but I don't think they have different animations for the roll just different speeds. Even if they do they could just have like say 5 different kinds and then just have them change after a certain speed percentage is reached.


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:03 pm 
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Joined: November 15th, 2011, 11:50 am
Posts: 11
There's a ton of armor sets that would be actually viable, if you could only upgrade them. Like, there's powerful sets that have really good stats (Gold-hemmed, Havel's, Golem, Smough, off the top of my head) but the downside is that you can't upgrade them, and they end up getting outclassed later in the game by stuff you can reinforce. But then there's sets with mediocre stats that also come with the downside of being unable to upgrade! Examples of such sets being the adventurer's set, the moonlight set, Ornstein's set

Makes me a bit sad to see such beautiful sets being neglected, due to being completely outclassed at every point in the game. Please, tell me I'm just ignorant, and don't know about some super secret awesome effect these sets have, like Ornstein's has no stamina penalty, or Adventurer's set lets you shoot eyebeams, or something ;_;


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:11 pm 
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Joined: October 18th, 2011, 12:26 pm
Posts: 305
PSN Name: tenkirby
Nix wrote:
There's a ton of armor sets that would be actually viable, if you could only upgrade them. Like, there's powerful sets that have really good stats (Gold-hemmed, Havel's, Golem, Smough, off the top of my head) but the downside is that you can't upgrade them, and they end up getting outclassed later in the game by stuff you can reinforce. But then there's sets with mediocre stats that also come with the downside of being unable to upgrade! Examples of such sets being the adventurer's set, the moonlight set, Ornstein's set

Makes me a bit sad to see such beautiful sets being neglected, due to being completely outclassed at every point in the game. Please, tell me I'm just ignorant, and don't know about some super secret awesome effect these sets have, like Ornstein's has no stamina penalty, or Adventurer's set lets you shoot eyebeams, or something ;_;

Adventures set..... Dont believe i've ran into that one, and Im in NG+ o.0
You could rock whatever armor you feel you want to wear IMHO.
Skill>Gear
of course this is post-patch. As it is now its:
Glitch>Cheap>Gear>Skill

And i hope there IS a secret way of using these armor!
Pendant comes to mind...


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:16 pm 

Joined: October 7th, 2011, 8:19 am
Posts: 2252
Location: United States
PSN Name: Hitman_Warlord69
Nix wrote:
There's a ton of armor sets that would be actually viable, if you could only upgrade them. Like, there's powerful sets that have really good stats (Gold-hemmed, Havel's, Golem, Smough, off the top of my head) but the downside is that you can't upgrade them, and they end up getting outclassed later in the game by stuff you can reinforce. But then there's sets with mediocre stats that also come with the downside of being unable to upgrade! Examples of such sets being the adventurer's set, the moonlight set, Ornstein's set

Makes me a bit sad to see such beautiful sets being neglected, due to being completely outclassed at every point in the game. Please, tell me I'm just ignorant, and don't know about some super secret awesome effect these sets have, like Ornstein's has no stamina penalty, or Adventurer's set lets you shoot eyebeams, or something ;_;


The Thing about Havel's, Golem and Smough's Armor is that they have the Defences of a fully upgraded Armor (or almost, at least) but have other benefits, like Havel's having the most Poise of any other Armor, therefore making it one of the best Sets in the game. And Ornstein's Armor would be waayyyy to OP if you could Upgrade it, seeing as how it has amazing Defense to Weight value, probably one of the best at that.......


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:24 pm 
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Joined: November 15th, 2011, 11:50 am
Posts: 11
Adventurer's set is the armor that Domhnall of Zena wears, and sells. I've heard the helmet was based on a real one worn by some king

Quote:
And Ornstein's Armor would be waayyyy to OP if you could Upgrade it, seeing as how it has amazing Defense to Weight value, probably one of the best at that.......


Ahaha, yeah, just noticed the weight on that thing, and did some math. Chest piece would probably reach +100 physical defense, if you could upgrade it to +5


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 3:28 pm 

Joined: October 7th, 2011, 8:19 am
Posts: 2252
Location: United States
PSN Name: Hitman_Warlord69
Nix wrote:
Adventurer's set is the armor that Domhnall of Zena wears, and sells. I've heard the helmet was based on a real one worn by some king

Quote:
And Ornstein's Armor would be waayyyy to OP if you could Upgrade it, seeing as how it has amazing Defense to Weight value, probably one of the best at that.......


Ahaha, yeah, just noticed the weight on that thing, and did some math. Chest piece would probably reach +100 physical defense, if you could upgrade it to +5


Yea, and with the full Set weighing in at 28.5 (Black Iron Set weighs 40, Havel's Set weighs 50) at Ornstein Armor Set+5 would probably have 250+ Defense, which is waayyyy OP......


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 5:03 pm 
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Joined: November 3rd, 2011, 9:32 pm
Posts: 118
Hitman_Warlord69 wrote:
tenkirby wrote:
Shinobi wrote:

An incredibly simple solution would be to have every ounce of weight offer a level of encumbrance.

As for the part highlighted in bold, I dont quite get what you mean...

I understand what he means. He's saying have every .1 Weight you add give you slightly slower move/roll speed, and not have the 0%-24%, 25%-49%, etc. It could possibly work better, but would be a lot harder to implement, and could possibly be too much for the game to handle with 4 Players in one world at a time.



Hitman got it.. and if it "would be too much for the game to handle" then the other really lazy solution is simply to scale each piece of armor according to weight.

...so you would have a .01 pound moon helm to a .2 pound shadow helm to a 1 pound bronze, 3 pound whatever and on up with weight very closely matching defense capability. The same for every armor item.

This way, no matter what a person is wearing, there is no better or worse combination other than what fits a person's play style and what they think looks good.

Having a very heavy armor with low defense or a very heavy weapon with low attack just makes it a junk item, I think that everything in the game should have a use for somebody. If it is powerful, then make it attack slower. If it has high defense, then make it move slower, etc.


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 5:44 pm 

Joined: June 7th, 2011, 8:21 pm
Posts: 1618
Location: The post above yours.
Shinobi wrote:
Hitman_Warlord69 wrote:
tenkirby wrote:
As for the part highlighted in bold, I dont quite get what you mean...

I understand what he means. He's saying have every .1 Weight you add give you slightly slower move/roll speed, and not have the 0%-24%, 25%-49%, etc. It could possibly work better, but would be a lot harder to implement, and could possibly be too much for the game to handle with 4 Players in one world at a time.



Hitman got it.. and if it "would be too much for the game to handle" then the other really lazy solution is simply to scale each piece of armor according to weight.

...so you would have a .01 pound moon helm to a .2 pound shadow helm to a 1 pound bronze, 3 pound whatever and on up with weight very closely matching defense capability. The same for every armor item.

This way, no matter what a person is wearing, there is no better or worse combination other than what fits a person's play style and what they think looks good.

Having a very heavy armor with low defense or a very heavy weapon with low attack just makes it a junk item, I think that everything in the game should have a use for somebody. If it is powerful, then make it attack slower. If it has high defense, then make it move slower, etc.


I only have one problem with that: It's not in the slightest bit realistic. A suit of armor made of gold (somehow) wouldn't offer more protection than a suit of armor made of high-grade steel, despite weighing more. Part of what I like about this game is the amount of accuracy its weapons and armor have. Some armor types just suck, defensively speaking. The moonlight armor is a cloth robe, what do you really expect from it?

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Rise from your grave...
-----------------------------------
To each man, his dark mirror.
-----------------------------------


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 7:43 pm 
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Joined: November 3rd, 2011, 9:32 pm
Posts: 118
Tsmp wrote:

I only have one problem with that: It's not in the slightest bit realistic. A suit of armor made of gold (somehow) wouldn't offer more protection than a suit of armor made of high-grade steel, despite weighing more. Part of what I like about this game is the amount of accuracy its weapons and armor have. Some armor types just suck, defensively speaking. The moonlight armor is a cloth robe, what do you really expect from it?



Lol dang man, now you're making me work here like I'm a dev :P

The workaround for that is to scale in and out the unique properties like magical/poison/blood defenses. Also there is nothing wrong with tiering in and out armors at various levels like they did with ornstien's armor. That way everything has its use. You saw ornstien's when people didn't have elite's maxed out, -however- you still did see exactly what I was complaining about, and that was that people were locked into -specific sets- namely ornstein's and gold hemmed mixes.

It was kind of silly doing coop matches and seeing a bunch of dudes dressed exactly like me because, hey, it's all that's in the fricking closet that's fit to wear at level 50.

Here's some examples of imaginary builds I'd like to see running around in PvP:

Moonlight armor set that has incredibly high magic resistance, zero physical, but great evasive, and low poison or blood. Fast attack speed, and spell boost.

Havel's that tanks like a truck, has zero poison or blood, mediocre magic resist, low maneuver, slow attack, smaller backstab box. stronger attacks due to grounding, better heavy weapon recovery due to grounding


YES I KNOW these aren't totally viable at the moment. YES I KNOW that there are required balance changes. REAL PVP to me would involve showing up to a fight in some well thought out armor with two or less weapons, two or less shields, only a couple of rings, maybe some spells and that is it, not Lady GaGa swapping outfits at the VMAs :ugeek:


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 Post subject: Re: Moonlight set
PostPosted: November 15th, 2011, 8:57 pm 

Joined: June 7th, 2011, 8:21 pm
Posts: 1618
Location: The post above yours.
Shinobi wrote:
Tsmp wrote:

I only have one problem with that: It's not in the slightest bit realistic. A suit of armor made of gold (somehow) wouldn't offer more protection than a suit of armor made of high-grade steel, despite weighing more. Part of what I like about this game is the amount of accuracy its weapons and armor have. Some armor types just suck, defensively speaking. The moonlight armor is a cloth robe, what do you really expect from it?



Lol dang man, now you're making me work here like I'm a dev :P

The workaround for that is to scale in and out the unique properties like magical/poison/blood defenses. Also there is nothing wrong with tiering in and out armors at various levels like they did with ornstien's armor. That way everything has its use. You saw ornstien's when people didn't have elite's maxed out, -however- you still did see exactly what I was complaining about, and that was that people were locked into -specific sets- namely ornstein's and gold hemmed mixes.

It was kind of silly doing coop matches and seeing a bunch of dudes dressed exactly like me because, hey, it's all that's in the fricking closet that's fit to wear at level 50.

Here's some examples of imaginary builds I'd like to see running around in PvP:

Moonlight armor set that has incredibly high magic resistance, zero physical, but great evasive, and low poison or blood. Fast attack speed, and spell boost.

Havel's that tanks like a truck, has zero poison or blood, mediocre magic resist, low maneuver, slow attack, smaller backstab box. stronger attacks due to grounding, better heavy weapon recovery due to grounding


YES I KNOW these aren't totally viable at the moment. YES I KNOW that there are required balance changes. REAL PVP to me would involve showing up to a fight in some well thought out armor with two or less weapons, two or less shields, only a couple of rings, maybe some spells and that is it, not Lady GaGa swapping outfits at the VMAs :ugeek:


Not bad, those seem like reasonably things they could do. One thing though, since endurance boosts bleed resistance anyways, that might not be such an effective penalty. Also, metal armor and even some lighter, non-metal armors are designed to be effective against slashing weapons, so they'd naturally have good bleed resistance.

-------------------------
Rise from your grave...
-----------------------------------
To each man, his dark mirror.
-----------------------------------


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