The tiers do seem somewhat messed up.
The ultimate melee weapon is T1.
The best staves are often T1 (rarely T3) for holy/dark and T2 for elemental.
Heavy Armor is balanced between all 3 tiers. (turtler vs extra damage)
Light armor is no good.
Cloth ... has T3 > T2 > T1.
Cloth is the only one that makes sense.
Having high tier be rare drops yet perfectly balanced or sometimes even worse then lower tier items is ridiculous. This needs some serious re-balancing.
QUOTE(Eiri @ Oct 27 2012, 08:14)

Make bleed inflict damages every 100 time units instead of each enemy action. I've got 200 action speed (300 with auto haste) and two Lv2 swift strike weapons, bleed barely has the time to inflict any damage.
Or make bleed proc on YOUR turns rather on monster turn.
The "per turn" system has a lot of flaws that crop up due to the fact that a turn is not a fixed time amount. Buffs last less time the the faster you are, debuffs last more time. Ethertheft and bleed get worse the faster you are. Penetrated Armor and Stun get better the faster you are.
I think the ideal solution is for all buffs and debuffs should run off of a turn timer which has its own set in stone action speed.
While a proper implementation is probably going to be nicer to have, a quick and easy method to program that would be to add a virtual "monster" number 11 with a fixed action speed. Leave the turns as is but remove duration decremented on buffs/debuffs/regen.
Whenever that virtual monster goes it doesn't attack, instead it removes 1 unit of duration from all buffs and debuffs on player and monsters, heals/damages as appropriate, add MP/SP for battle regen, and removes MP for IA.
This post has been edited by mrttao: Oct 28 2012, 03:22