Evaluating armour (melee dude)
Posted: Monday, 18th November 2019, 23:54
Some time ago, I read somewhere (maybe here) that on a melee dude the most import factor for choosing body armour is GDR, and that enchantments, egos, etc. should only be considered as a bonus on top. I've been following that advice and it's worked out well so far.
However, in my current game (HuFi^Ru), I encountered a scenario that made me question this.
I was quite lucky and picked up a (vanilla) plate armour on D:3 or D:4. But then on D:5, I found this little beauty:
the +12 chain mail "Zoyrgh" {rF+ Str+3 Int-4 Dex+4}
This seems way better than vanilla plate, but that begs the question, where's the tipping point?
If it was only, say, +6 and only had rF+, would that be better than bog-standard plate? I really don't know.
Does anyone have a rule of thumb for making this kind of decision?
However, in my current game (HuFi^Ru), I encountered a scenario that made me question this.
I was quite lucky and picked up a (vanilla) plate armour on D:3 or D:4. But then on D:5, I found this little beauty:
the +12 chain mail "Zoyrgh" {rF+ Str+3 Int-4 Dex+4}
This seems way better than vanilla plate, but that begs the question, where's the tipping point?
If it was only, say, +6 and only had rF+, would that be better than bog-standard plate? I really don't know.
Does anyone have a rule of thumb for making this kind of decision?