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Warrior Kael Armor mod2s

Posted: Sun Apr 10, 2011 7:39 pm
by Kosmo
My apologies if this has been previously discussed, but the search function said that 'Kael Armor' was too common.

I was wondering if it would be possible to look at the mod2 structure of Kael Armor. While there's a definite gain in some areas from Helpless armor to Kael, Endurance Regen completely disappears. Also there's a loss of stun resist, avoidance (by -5) and combat effects (all really good mod2s for a Warrior).

If nothing else, I'd just love to see the Endurance Regen come back.

It just feels slightly lacking in terms of an upgrade in armor, though I can appreciate it may be the intention that the plan here was to encourage players to make better choices with augs and accessories to compliment Kael armor. Also it could just be Kael Armor is to fill holes for anyone who missed a Rusty Chaotic drop or needs a focus effect.

Just for your perusal and to show I put a little bit of work in before I posted, I'll paste in my mod 2 research on both armor sets:

Vadd's Kael (Warrior)

atk 30 / 20 / 20 / 40 / 25 (135)
regen 3 / 2 / 2 / 4 / 5 (16)
accu 8 (8)
strikethru 4 / 4 / 5 (13)
shielding 4 / 5 / 5 (14)
spell shield 4 / 4 / 5 (13)
avoidance 5 (5)
dot shield 3 (3)

Plate Helpless

atk 10 / 15 / 15 / 20 / 25 / 10 (95)
end regen 3 / 2 / 2 / 2 / 5 (14)
shielding 3 / 1 / 1 / 3 (8)
stun resist 5 / 3 / 3 (11)
regen 3 / 3 / 3 / 3 / 2 / 3 (17)
mana regen 4 / 4 / 3 / 3 / 2 / 4 (not relevant to warrior)
avoidance 5 / 5 (10)
dot shielding 3 / 3 (6)
spell shield 3 / 3 (6)
dmg shield 5 / 5 / 4 (14)
accuracy 3 / 3 (3)
combat effects 10 (10)

Summary of mod2 variance from Helpless to Kael armor

Atk: + 40 (cap 250, pct of total change +16%)
End Regen: -14 (Cap Unknown)
Shielding: + 6 ( cap 35, +17%)
Stun Resist: - 11 (cap 35, pct -31%)
Regen: -1 (cap unknown)
Avoidance: - 5 (cap 100, -5%)
Dot shield: - 3 (cap 35, -9%)
Spell shield: +7 (cap 35, +20%)
Dmg shield: - 14 (cap 35, -40%)
Accuracy: + 2 (cap 150, +2% - generous roundup)
Combat Effects: -10 (cap 100, -10%)

Mod2 total pct change (not factoring unknown caps of regen/end regen)
16+7+20+2(55) - 31+5+9+40+10(95) = -40% mod2 on average*

*(obviously the impact and importance of mod2s are relevant criteria for scrutinising this final equation, but I think it still holds some meaning)