First of all, let me say thank you to those Fixers I talked with on Monday night concerning the Grid Armor change (and other Fixer issues) coming in 14.2. Alot of good information was brought up, and some interesting discussion followed.
Also, a thank you to those here on the boards that have discussed the Grid Armor issues rationally and in a civil manner, whether you don't mind the changes or whether they completely make you want to scream, kick the mechdog and burn down my house. I'm sure it doesn't have to be said though that the cursing and fighting doesn't help anyone at all.
But now, /schoolteachermode off. I have some news for you regarding Grid Armor and the issues around it.
The biggest issue, as a result of the wear requirements coupled with the overequipping patch, has been the argument that by the time Fixers can self-execute Grid Armor, the benefits gained from it aren't all that great anymore. Many Fixers have said they would rather wear general armor such as Obtru and Flowers, and even save IP by not spending in the Matter Creation skill to use the Grid Armor.
The wear requirement is something that was always intended, but up until 14.2 not implemented. It's been said that if something was not working as intended, but nevertheless was still working in a good way for the players, we would consider leaving it how it is. The problem with leaving Grid Armor as it is, with the overequipping patch in consideration, is that it would give an unfair advantage to those that wore it. People could easily overequip Grid Armor with a Mocham and wrangle, giving themselves an edge over those other players that wear other types of armor and have to abide by the overequipping rules. For the overequipping rules to have an affect and do what we want them to do an across the board affect is needed, and that means wear requirements. And so, the wear requirements on the Grid Armor will go ahead and we'll continue to look into them during the testing period on the test server.
This brings us back then to the point about Grid Armor being less effective by the time Fixers can self-execute it. I spent a god amount of time yesterday discussing this with the designers, bringing your thoughts forward, and what we are now going to do is significantly enhance Grid Armor. Grid Armor is meant to be a special item for Fixers and these new stats will ensure that. What are we doing to Grid Armor? I hear you ask. Well, Grid Armor will now include:
*Root and snare resistance
*Damage increase modifier
*Health increase mondifier
*NCU increase modifier
*A large boost to the existing AC (armor class)
*Nano AC modifier
One thing to note, the root and snare resistance is not complete resistance, but it is very substantial.
Moving on, this brings us to the wear requirements themselves. The wear requirements will be the same as the summon requirements which essentially means that they are nano based. There is concern over this due to the fact that nano skills can be debuffed by a number of ways (other profession nanos specifically). With the overequipping patch coming in, it would mean that it is easier for Grid Armor to be debuffed below the 20% mark than it is for the other types of armor to be debuffed (these types being based on attributes such as Stamina, Psychic and Agility).
So, Fixers will be given a new line of nanos that basically act as a buffer against debuffs. To put it bluntly, executing this nano upon yourself will block or bluff profession specific debuffs from being executed upon you. This will keep your Grid Armor safe from those debuffing MOBs or the like. This line will be included ASAP.
Also please do remember these are still only patch notes. As you can see we've already made some changes based directly on your feedback, and in testing on the test server we will do the same if needed. Hey, that's what the test server is therefore. I look forward to your feedback there (as well as here no doubt)
I hope you Fixers like the new changes. And thanks for the feedback thus far. Comments? I know you have them.