I was looking through the wiki armour guide, and I noticed there are very few armours for a full rogue, the best are probably the Smugglers vest, or the Magical Badass Jacket, does anyone have any ideas for more rogue type armours. (boosts to counter, dodge, caddishness, and accuracy) Something like "The One Coat" (Insert matrix reference here) (That dream felt so real) Dodge 7 Enemy dodge reduction 3 Counter Chance 3 Block 2 Armour Absorpion 2 star rating 7 If anyone wants to post other rougish armour ideas up, go ahead
The poodle skirt in ID was intended as a rogue armor. The first version was too good, though, and had to be scaled back. It might still be a little above where it should be. A future version of ID will feature the "Velcro Vambraces of Pain", with the description: "Prescribed by barber-chirurgeon's to help one suffer the slings and arrows of outrageous carpal tunnel syndrome." With the stats I've got in mind, it should see some play by both warriors and rogues. Making good rogue equipment is tricky, because: A) A high-level rogue can already reach the point where they just don't care about additional rogue stat boosts very much. B) A couple percentage points never feels like it has much impact, but if you get a few points from each of several items, the cumulative effect can be really potent. C) Most of the really good warrior armors don't truly have enough downside to keep rogues from using them. -4 nimbleness is a pretty minimal drawback when you think about it.
if more rogue abilities scaled with sneakiness, then heavy armor could recieve a significant sneakiness penalty.
That might work, but would it be possible to backwards mod the higher class heavy armours, cause the only things that really suffer any kind of sneakiness penalties are usually shoes and gloves.
I think Ruigi's proposal would be a good addition to the game. Some of the torso armors, pants, and belts already have sneakiness penalties. Plus, the existing Nimbleness penalties result in minor decreases in sneakiness on top of whatever express sneakiness penalties those items give. So swapping to sneakiness as the main rogue scaling factor would indeed make the existing penalties matter a little more. Not a lot more, but, at this point, anything would be an improvement. More importantly, though, it would allow Gaslamp to boost the existing sneakiness penalties on the heavy armors to higher levels, as a way to make those armors less appealing to rogues while really not making them any less useful to warriors than they currently are. That's probably the key to differentiating between warrior armors and rogue armors. If all we did was bump up the nimbleness penalties as some (myself included) have suggested in other threads, it would discourage warriors and rogues almost equally. +12 -6 as we have now only discourages only those who haven't done the math (regardless of build). +12 -18 would be dubious and probably not get used by much of anyone. +12 -4 -12 would, if more rogue skills scaled to sneakiness, make that armor very specifically warrior-only.
True. It'd also make sneakiness a little more useful, since I believe that at 100 you get immunity to traps - hence a hard cap on that aspect of the stat. You'd need considerable sneakiness penalties, though, since on my rogue builds I usually get around 90 at endgame even while wearing plenty of warrior armour.
There are reports in other threads of people getting over 100 but still setting traps off. I've never broke 100 myself, so I can't attest to the veracity of such reports.
I can specifically verify that even with 200 or more you can and will set off traps. Despite what some sources may say to the contrary. I have tested it a number of times and found that higher will make any trap less likely to go off, but never impossible at any rate actually obtainable without cheating in some way.
Isn't it trap affinity that affects the overall chance off setting off traps, I can see sneakiness being a secondary functions, but Trap affinity is used to give you the percentage of disarming it, moving it, or being able to ignore it, sneakiness affects how likely you are to wake up sleeping monsters, or atract their attention
Nope. You only need to intentionally interact with a trap. Setting it off is never supposed to be intentional.
is what allows you to walk across traps without setting them off. is used to disarm them, and determines the chance of failure at disarming. If I'm not mistaken, failing to disarm always triggers the trap, regardless of .