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Old Jul 30, 2006, 08:55 PM // 20:55   #1
Ascalonian Squire
 
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Default Simple Armor and Rune Suggestions for ANET

Not many of us are rocket scientists. The terms "Local" and "Global" mean very little to us. I have list here for a few suggestions that you might consider to make many players a lot happier.

#1 If the stat on the armor is "Local" then it appears in white.

#2 If the stat on the armor is "Global" then it appears in blue.

#3 If the stat on the armor is granted by a rune then it is "Global" and appears in blue.

#4 If a rune is placed on a piece of armor that over rides a lesser rune on another piece of armor, then the lesser rune's stat is greyed out until the higher rune's piece is removed.

#5 Create "Global" specific condition(bleeding, blindness, crippled, etc...) reduction runes that can be placed on the chest piece and the leggings only. These runes could have varying degrees of reductions max'ing out at 20%. They would only be available through salvages from random drops.
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Old Jul 30, 2006, 10:17 PM // 22:17   #2
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Quote:
Originally Posted by ManxMann

#4 If a rune is placed on a piece of armor that over rides a lesser rune on another piece of armor, then the lesser rune's stat is greyed out until the higher rune's piece is removed.

.
first off runes are global period.

second a rune can only overide a rune on the same piece of armor

if it is the same type rune and is on a different piece of armor then it doesent overide but merely is the value taken in place of the lesser.

you already get a warning that the existing rune on the same piece of armor will be overwritten and if you are applying a higher rune it is usually on purpose.

the only way to remove a rune is to salvage the armor which is usually worth much more than the rune
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Old Jul 30, 2006, 10:18 PM // 22:18   #3
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Quote:
Originally Posted by ManxMann

#4 If a rune is placed on a piece of armor that over rides a lesser rune on another piece of armor, then the lesser rune's stat is greyed out until the higher rune's piece is removed.

.
first off runes are global period.

second a rune can only overide a rune on the same piece of armor

if it is the same type rune and is on a different piece of armor then it doesent overide but merely is the value taken in place of the lesser.

you already get a warning that the existing rune on the same piece of armor will be overwritten and if you are applying a higher rune it is usually on purpose.

the only way to remove a rune is to salvage the armor which is usually worth much more than the rune
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Old Jul 31, 2006, 03:07 AM // 03:07   #4
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Absorbtion runes are not global anymore...
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Old Jul 31, 2006, 05:27 AM // 05:27   #5
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knights armour isn't global anymore, absorbtion runes still are.
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Old Jul 31, 2006, 06:16 AM // 06:16   #6
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Quote:
Originally Posted by Delarn
Absorbtion runes are not global anymore...
Where the hell are you getting your information?
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Old Jul 31, 2006, 06:55 AM // 06:55   #7
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Absorbtion runes are still global.. they only nerfed the absorbtion on knights/ascalon armor ><
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Old Jul 31, 2006, 07:13 AM // 07:13   #8
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Quote:
Originally Posted by Delarn
Absorbtion runes are not global anymore...
It's this type of misinformation that caused sup absorbs to run out.
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Old Jul 31, 2006, 07:19 AM // 07:19   #9
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i have no idea what any of you are talking about. anyone care to explain?
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Old Jul 31, 2006, 02:55 PM // 14:55   #10
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Quote:
Originally Posted by Carl Butanananowski
i have no idea what any of you are talking about. anyone care to explain?
a set of armor had a bug so that a single piece gave absorbtion protection to the entire body.

they fixed that bug so only the part of your body wearing the armor got the benefit.

thay also made a change in the type not area protection of the absorbtion rune.

people who could not bother to read and followed other illeterates thought that you now needed 5 superior absorbtion runes to protect your character instead of the single one actually needed.

everybody bought out the rune trader putting multiple sup absord runes on their armor there by wasteing a ton of runes and money
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Old Jul 31, 2006, 03:05 PM // 15:05   #11
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Some people actually considered reasonable enough to have absorption runes in every armor part to get all the time -3 physical damage reduction? That is just too crazy!
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Old Jul 31, 2006, 03:45 PM // 15:45   #12
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Quote:
Originally Posted by Loviatar
first off runes are global period.
<blah blah blah>
Read it again. He's saying that if you
a) Have minor Strength on your gloves
and
b) Put major Strength on your boots
the +1 Strength on the gloves is greyed out. If you take off the boots or replace the major rune though, they become blue again.

This suggestion makes sense, but there's no need to make it so complicated with colours and stuff. Just make it say if it's a global or local mod.
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Old Jul 31, 2006, 03:59 PM // 15:59   #13
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1st they changed absorbtion runes so they deal with physical dmg. Has ANET nerf everything they may have done this too. They lie so often. So I don't believe them when they say all runes are global. And how the hell can we aim in gw ? Tell me what dmg affect what part of armor and I'll test it for you to show you it is not global anymore like they did with the knight armor. And BTW it was not a bug they intended to do it like that ... they nerfed it that's all.
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Old Jul 31, 2006, 05:41 PM // 17:41   #14
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Read the update notes again, it says that Knights/Ascalon armor is now local, but the one other note about damage reduction is the one saying that all of them will only reduce physical damage.
And which part of the armor you hit(with an ordinary attack, skills are more complicated) is random, but influenced by size of armor piece and elevation. Being hit in the Chest and Leggings has the largest probability.
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Old Jul 31, 2006, 07:08 PM // 19:08   #15
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ARGH now ppl are making difference between attack and skill and spell in that game ... the only true skill are the attribute the rest are only memorized powers.

Anyways GW dev lies to us and they will always do it's how they make money ... I'm sorry to say it but that's how I feel ...
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