
| Frosthammer | 
 
	
 
                
                
              
            
            So here something i though of in terms of how to handle items in PFO and avoiding most things i hated in other Games
well sorry for the format i wrote the orginal in the editor and copied it
Gear
Longsword 5-10 dmg speed 2.0
Durability : 100/100
Core : 3/3 
so my concept of how to handle Equipment
First Durability would decline by use hitting or getting hit Durability can be restored with simple Repair kits in field but this would damage the Core of the item the Durability indicates how long the item will be useable once it hits 0 it will stop working but wont be destroyed once the core hits 0 the item will be destroyed so as stated earlier Durability can be restored in field with easy and cheap repair kits but the core is different the core can only restored with a portion of the the orginal materials used to built it and needs a competend smith to do so in a suitable Forge 
so the core takes damage everytime a repair kit is used on the item aswell as when the item hits 20 or 10 % of its max durability  
The Thoughts behind these Stats for items are simple i personly would like to see attacks for meele classes that are able to damage an opponets weapon (durability) ( high end skill )aswell as the ability to fix your gear in a big complex dungeon or on long trips into the fields but this would also help the economy as it will let crafters stay in buisness even if people obtain "end game" gear this gear will be in need to be maintained and this will also require a suitable amount of resources i think a item thats just before its breaking point would need like 50-70% of its orginal material costs to be fully restored i would also let the Core "points" grow  from 3 of basic/fragile gear
to 10 for the most durable gear  
oh if you dont like the naming of these stats feel free to offer a better alternativ ;)
Item design
Weapons
base dmg base speed
+ extra dmg
elementel/magical dmg bonus
Crit / hit / accuracy bonus ( accuracy would be mainly a rangedbonus  which affects hit and crit chance aswell as extends the range to where you can hit with ranged weapons )
Armor pen ( mostly on Blunt weapons )
Magic dmg/heal amplifier for caster weapons
Mana reg bonus
Special abilitys or spells if Character has the needed pre skills for it
Parry ( meele weapon only ) 
Range weapons
Different typs of Projectiles to choose from from cheap ones without special trait to expensive with special traits as
armor pen / longer range / higher accuracy / extra crit dmg and so on 
Throwing weapons
should be consumables which should basicly purely be available from Player Crafters so that you dont have to worry like in
early WoW that onces you used up those rare ones from a Boss mop you wont be able to get another stack of those
i would also love to see a primary and secundary weapon slot like diablo 2 had so that you can have lets say your 
1hand shield as primary and your bow or throwing weapon on secundar slot this would also imply that you cant just 
equip a new weapon in the middle of a fight without time loose 
Armor
Head slot
Armor 
Health 
(magical resistance)
+ visual boni  like enhanced tracking / stealth detection
Hit and Accuracy boni 
Shoulder
Armor
Health
(magical resistance) 
+ extra armor/health/magical resistance
Breast / Torso
Armor
Health
(magical resistance) 
+ extra armor/health/magical resistance
Legs
Armor
Health
(magical resistance) 
+ extra armor/health/magical resistance
Feet
Armor
Health
(magical resistance) 
+ Runspeed
Waterwalk and other terrain walk extras
Silent ( stealth buff )
Knockback resistence
Hands
Armor
Health
(magical resistance) 
+ extra Dmg for your weapon ( dps not flat dmg increse )
Parry/hit/accuracy/crit bonus
Caster 
cast speed / magical dmg /healing / mana reg bonus
Wrist
Armor
Health
(magical resistance) 
+ extra Dmg for your weapon ( dps not flat dmg increse )
Parry/hit/accuracy/crit bonus
Caster 
cast speed / magical dmg /healing / mana reg bonus
Cloak
Armor
Health
(magical resistance)
+ extra armor/health/magical resistance
stealth boni
Waist
Armor
Health
(magical resistance) 
+ Quick slots ( Quick slots are slots in which you can store Potions and other small useable items in Quickslots which
wont trigger a Cooldown like when you would use them out of your inventory also i belive potions shoudnt
be instant effects but effects that work over time like 3 sec for a healing potion when you use one 
the total healing amount will be spread over 3 sec ( hot ) and if you take 2 it takes 6 sec andso on ) i will leave the amount of quickslots open but i would say from 0 on a "noob" item to like 5-6 on a "high end" item 
Special slot
equipable
Quiver for Arrows / Bolts
Holder for Throwing weapons 
Provide a Space for Projectiles which wont drop on death unlike items stored in your inventory same for the items in your
quick slots 
Shield
Depending on the shield Type the stats will warry in relation to its size ( a tower shield will have a high arrow 
protection chance while a small buckler will only provide a small chance )
Armor
Health
(magical resistance) 
+ Block amount
Block rate
Parry
Arrow ( Projectile ) Protection chance and amount ( same as block amount )
( Magic Protection chance and amount )
For assault Shields which have generally lower Defensive stats chance for damaging the enemies weapon when blocking
and dmg bonus for shield attacks 
Neck (1 slot) Ring (2 slots) Trinket (1 slot)
can provide any Bonus
so this specific layout for slots has following in mind this way it should be easier to Balance characters 
Offensive ability to its defence abilitys while not haveing a need to raise the stats numbers into the skys as WoW 
needed to do with every new raid or expansion it also gives you the chance to customize your Character more 
between Pure offensive allrounder and defensiv / support 
Like in eve glass cannon  balanced buffer or pure max buffer 
so unlike in wow where your raid gear gives you the needed Health buffer to survive boss abilitys this isnt 
garantied in PFO 
also for those who wonder why wrist and handslots provide extra dmg for physical and casters its rather simple 
having only a maximum of 5 slots for a char that forsakes all extra defence for pure power is a bit much as you 
have far more items that provide defencive boni so as those 2 slots affect the handeling of the weapons i put it there
instead of spreading those stats over all item slots also for caster in almost all movies games and books its hinted/shown
that mages use their hands/staffs for channeling their magical power so better hand and wrist slots which help channeling 
those would affect their magic in a possitiv way ;)
well im pretty sure i left some holes to fill or things i would make a natural consequence out of the things i proposed
so let the discusion begin and if you find grammar or spelling errors feel free to correct them
 
	
 
     
    