Mage Armor (520): base effect is somewhat crit padding (5 points). Scales with MjE spell ranks such that at 100 spell ranks (cap), it offers heavy crit padding (10 points, actual scaling is MjE spell ranks / 20). Stacks with normal armor crit padding and other special effects (sigils, etc). In addition, the wizard can have the armor take on elemental aspect (based upon attunement or unlock each element at 20 lore ranks). Earth offers additional crit padding while stunned (base is +10 crit padding with EL:E offering +1 per seed 1 with a 2 multiplier). Lightning will try to stun (10 sec) everything in the room if the wizards gets stunned; starts with a 30 second cooldown lowered by seed 3 of (EL:W + EL:A) / 2. Fire allows the caster to channel spells in less offensive stances (meaning the wizard could be forward stance, but when they channel a spell, it will treat them as offensive stance, base is 15% increase in stance with EL:F seed 1). Air allows the caster to carry more weight before getting encumbered (base is 10 lbs with +1 per seed 1 EL:A). Water offer dispel protection (first targeted dispel will be negated against the caster); starts with a 30 second cooldown lowered by seed 1 of EL:W. Credit to GameMaster Viidus for a lot of the original design. |
I have some questions about the fire aspect mage armor as it was proposed here.
Is the base benefit:
1) 15% CHANCE to increase stance (to offensive) when channeling.
OR
2) Increase stance BY 15% when channeling.
I am REALLY hoping for option 2. If it does work in this way, and I am interpreting it correctly, does the benefit look something like this if the Wizard has 120 EL:F ranks (+15%)?
BOLTING | OFF | ADV | FOR | NEU | GUA |
MODIFIER | 1.00 | 0.90 | 0.80 | 0.70 | 0.60 |
WITH 520 | 1.00 | 1.00 | 1.00 | 1.00 | 0.90 |
WARDING | OFF | ADV | FOR | NEU | GUA |
ONE HAND | +20 | +16 | +12 | +8 | +5 |
WITH 520 | +20 | +20 | +18 | +14 | +11 |
TWO HAND | +40 | +32 | +24 | +16 | +10 |
WITH 520 | +40 | +40 | +36 | +28 | +22 |