Talk:Armor (Dark Souls)/@comment-63.155.13.193-20170911191240

Just something fun to think about, but what if armor could be infused like weapons in DS2/3 It would require the relevant ember, the relevant blacksmith, and a piece of titanite equivalent to the level of the armor piece. For example +0 to +3 would require a titanite shard, +4 to +6 would require either a large or green titanite shard, depending on path, +7 to +9 would require a titanite chunk of the appropriate color, and +10 would require a slab of the appropriate color

Standard would be the armor we all know and love

Raw would double physical resistances at the cost of halving elemental and status resist

Divine would double status resistances at the cost of halving physical resist (elemental unaffected)

Fire and Lightning would give physical resistances a 20% cut while doubling resistance to the relevant element and leaving the others unaffected, also gives dodge rolls a small, damaging aura of the relevant element

magic would boost the attunement stat by 1 point/upgrade (i.e 9 base attunement plus a +10 magic helm would give the wearer 5 attunement slots (19 attunement). but at the cost of lowering resistances by 20%

Enchanted would give all melee attacks an intrinsic magic damage equivalent to .02x the sorcerer's catalyst's magic adjust per upgrade. also lowers defenses by 20%

Occult is otherwise standard armor, but gives 25% permanant transient curse per piece (i.e. quarter damage to ghosts, block and resist quarter damage from ghosts, poise is quarter effective v.s. ghosts) but drains health by 11HP/piece/second, each upgrade reduces health cost by 1HP/second (i.e a full +10 occult set would give a perma-transient curse effect at the cost of 4HP/second) does not stack with transient curse.

Chaos is effectively permanant power within, boosting damage output by 15% per piece  at the cost of 11 HP/second/piece in health drain, each upgrade reduces health cost by 1 HP/second. Bellowing DC Ring boosts damage buff and Lingering DC ring slows health drain to x HP/1.5 seconds (i.e a full +10 chaos set with Bellowing and lingering would give a 72% boost to damage and 3HP/second health drain while an unringed base chaos set would provide a 60% boost at the cost of 44HP/second)