For durability loss, armors cost didly squat right now and that needs to be increased.
Yeah, look for a tweak next version.
Gloves should have a percentage of a chance to lose durability during an attack due to ware and tear while holding the armament. Gloves will then help to reduce weapon and armor durability rates.
chance for durability to go to direct on a ranged attack: Weapon; 80. Glove; 20.
chance for durability to direct on an average attack: Weapon; 65. Glove; 35.
chance for durability to direct on a berserk attack: Weapon; 95. Glove; 5.
Boots protect your feet, the most essential part of your body in combat. Boots eventually degrade while walking around in real life, and this should be applied here.
Chance for durability loss while running away from battle (using Flee, not panic): 10
Chance for durability loss while dodging an enemy attack: [between 0 and 1]
Helms protect your head, a hit here would be fatal. While parrying you still take damage, and as such these should affect your equipment.
Chance for durability to direct on a parry: Helm; 50. Weapon; 10. Chest piece; 30. Glove; 5. Legging; 5.
Now for a defensive hit, I believe it should align something more like this:
proportions: 40% chance chest, 5%Gloves/15% Boots/20% Legs /20% helm
Thanks for the post... good stuff... I like the idea about gloves dur loss on attacks and boots on flee/dodge.
Its a fine balance between realism and practicality for item balancing, not sure how it will play out, but the logic used here (plus the less ideal realities of coding it) will definitely determine the final product.
I sorta like what was suggested at one point: Making them able to drop for a certain amount of time. i.e. An event.
Would be nice to have items like this Drop for "x" amount of time to encourage players to level to get these items. Could make items actually rare seeing as you can only get them (and only certain items) and different times. TO BE FAIR the shop could also sell them BUT at am EXTREME cost. During these events however the item drop rate for them would be slightly higher then that for other rares of that level range. (if for in future updates items for each monster level are added) This could open open future possibilities for items/equipment for holidays an such just to wear around but have no significant purpose.
Whoooo, support!

Yeah, there sure is plenty of opportunity for one-offs.
With the new armor slots being added would it be possible to make "armor sets"? Say that you have Cerb hide, cerb gloves, cerb helm, cerb boots, and cerb leggings when all are equipped you can an additional boost to hp, str, dex, def, or int. Just food for thought.
Yeah, sets are in a lot of other games and no denying that it's a cool idea to steal for quest... We can throw in some (hidden?) combination bonuses too. Something like "fire boots" + "wind leggings" = +50dex... lotsa potential