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Weapon Traits!

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  • XavisX Offline
    XavisX Offline
    Xavis
    registered
    wrote on last edited by
    #1

    Great shit, it struck me like a ton of horse poo. I wanna see weapon characteristics, due to a lack of a better name :P I'll explain in a list form.

    Daggers - The weakest weapons of them all oi! But with this, it'll compensate! Daggers would have the trait of either Critical Attacks or puncturing a hole into someone and cause them to bleed profusely, resulting in their hp dropping. (Give a use for Bind, eh :P)

    Swords - They're everywhere, but they're useful eh. Sword trait: Increased chance of parrying attacks!

    Quarterstaff - These suckers are magical more than anything else, so how about it. Quarterstaff trait: Boost in spell power.

    Mace - Suckers hit harder than a mofo. Or they should. Knock yo punk out out. Mace trait: Bash like effect. (Knocking them down or something.)

    Whips - Kinky little suckers. Whip traits: Remove an attack or two when you're able to "wrap" the whip around the person's wrist or arm or whatever.

    Axe - Huge suckers. Made for destruction. Axe trait: Boost in damroll?

    Polearm - These have a long reach and are generally cool looking. Too bad there aren't many in the game. Polearm trait: Due to massive reach, with a subraction of one attack on main target, is able to hit everyone in their formation once.

    Spear - Sexiest weapons in existance ^^ Spear trait: Better hitroll damroll on mount?

    Flail - I don't know what to make of these weapons. There's like 4 of them in the game :P I suspect you can swing these suckers quite fast tho. Flail trait: Cause opponent to lose concentration when casting spells more often.

    Exotic - I'll leave this up to the rest of you guys :P

    I think I got all the weapons. Lemme know what you think

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    • E Offline
      E Offline
      Ertai
      retired
      wrote on last edited by
      #2

      Not only do I like this idea, but you incorporated the word poo into the post!

      Only problem I see is that we would need to look at all of the weapons for balance issues again.

      We do, however, have a brand new immortal that will be working on that, so there's a distinct possibility of something like this happening. Lets hear some talking!

      eRT

      "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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      • SynS Offline
        SynS Offline
        Syn
        retired
        wrote on last edited by
        #3

        this si a really cool idea, i would love to implement it

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        • XavisX Offline
          XavisX Offline
          Xavis
          registered
          wrote on last edited by
          #4

          oi! For balancing issues, you could reduce the damage on weapons that really couldn't do that much damage (whip, dagger, quarterstaff) so that their special ability will make using the weapons worthwhile :)

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          • S Offline
            S Offline
            Samakain
            registered
            wrote on last edited by
            #5

            Great idea Xav, i had one for a while that might tac onto it.

            I was wondering the other day, why put all the effort into mastering a weapon? pick you main and get the others up to a decent percent and your pretty much right. What i was thinking is some type of skill or a ability that is effectively unlocked when you "Master" a weapon. Similar to Xavis' idea but it reflects the time your've spent with the weapon and the one or two little tricks that you know that other, more inexperianced, people do not.

            I've had a few ideas on what these may be: Gasp :P

            Dual Weild - Master that and get a Two Weapon Rend, where if all your primary hand attacks and your offhand attacks connect you get on attitional attack on the target as you rip both weapons out of them or a increase to defense aka Off Hand Parry.

            Shield and Weapon Style - Red had already poisted my idea for mastering this style, a Shield Bash.

            Single Weapon Style - Speed, single weapon style i think form looking around is vastly unused. Adding an additional attack when you master this style i think would increase its useage just a tad. it reflects that with your offhand free and only on single handed weapon to weild your far more agile than an opponent with two weapons or a weapon and a big arsed shield.

            Two-Handed Weapon - grin Cleave, designate the target you want to cleave to during the combat. So aka Cleave Banshee, and once your current opponent dies any excess Damage is carried on to the next target. So your damage is 115, and the MOb hp is only 16, 99 Damage is carried onto the target you specify.

            As for individual weapon skils most of my ideas for mastering those where posted by Xav as weapon traits so i'll leave it here although i do think that some type of reward or ability for mastering a skill wuld be a nice touch and not only weapon skills but all skills.

            anyway just an idea

            Sa Out 8)

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            • E Offline
              E Offline
              Ertai
              retired
              wrote on last edited by
              #6

              I'm not sure if adding more attacks to people who have mastered skills would do much more than widen the gap between level 30 and level 60 and force mobs to be made bigger. Also, it would make PvP damage even more painful since I believe that it is a general consensus the mana in PvP is relatively useless. Correct me if I'm wrong though

              eRT

              "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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              • inimicalI Offline
                inimicalI Offline
                inimical
                registered
                wrote on last edited by
                #7

                In so far as pvp is concerned, I think the balance issues would be much more easily solved if there weren't discrepancies between the number of attacks each player could potentially have coupled with a limit on defenses. Spread over the course of a fight there's little that can compare to the damage potential of one, two, or even three more attacks per round than your opponent. The only reason it doesn't cause a total collapse of balance is the tendency of the various algorithms to "streak", adding a fairly high degree of random luck to a fight. Using this tendency as a form of balance really only degrades the ability of the player to use strategy and skill however.

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