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Re: Production: One-handed Weapons Statistics
Posted: Mon Jun 25, 2007 5:38 pm
by wyeth
iwojimmy wrote:Lightness influencing Malus is something ive been begging for for a long time
Another personal goal, is dual wield 1 hand axes, ala the Axe Gang
Dagger +
any 1 hand weapon would be nice..
and staff also as an off hand parrying weapon
...going right out with the wishful thinking...
1 hand staff as a very weak magic amp.. dual wieldable as above
much as i loathe stereotypes, this is drawing on the imagery of Gandalf fighting with staff and sword, or even the Harry Potter magic wands..
feel totally free not to implement anything which resembles Harry Potter
As a 1 hand axe user, i would love to be able to dual weild axes or axe and dagger.
I really wonder why it works with swords and not with other 1 hand weapon.
So the question is ...will you work on that too on that patch ?
Also, i like the idea of dual wielding staves. Staves with high speed but really low damage would help keep an ennemi busy without doing much damage.
Re: Production: One-handed Weapons Statistics
Posted: Wed Jun 27, 2007 6:29 pm
by kuroari
wyeth wrote:
Also, i like the idea of dual wielding staves. Staves with high speed but really low damage would help keep an ennemi busy without doing much damage.
max-speed daggers really seem to do just that so um.. faster than 60 hpms? isnt that pushing it?(you should try max-speed daggers with aim-at-head against a nuker
and for even more fun.. make the daggers crit-hit daggers... )
being able to wield any 1h with a dagger? dunno don't like that one, i'd say...
dual swords
Sword/dagger
Dual axes
but keep maces and lances with only a shield (how do you fight with two lances? O.o)
Re: Production: One-handed Weapons Statistics
Posted: Wed Jun 27, 2007 6:53 pm
by kyesmith
kuroari wrote:but keep maces and lances with only a shield (how do you fight with two lances? O.o)
Wheres sunce when you need a random clip off utube with a guy swinging around two sticks lol
But yea i agree with everything you said NB, i dont like the idea of duel swords much, but duel axe lower the damage and speed so it isnt over powered tho
Re: Production: One-handed Weapons Statistics
Posted: Wed Jun 27, 2007 11:41 pm
by scarazi
imo a staff should be a staff not a baseball bat
they should be based mainly on magic not melee
increase sap load x 30 (and make it take less crystals to recharge)
give it parry/dodge stats
increase damage it does as a melee weapon by alot also + big reach
make them look really
cool
this could make staffs usefull and fun
if this sound too wizardly then fine, but rename it to a club then
Re: Production: One-handed Weapons Statistics
Posted: Fri Jun 29, 2007 8:24 am
by tigrus
kyesmith wrote:Wheres sunce when you need a random clip off utube with a guy swinging 2 sticks
Right here bud.
http://www.youtube.com/watch?v=jFVo7Z_9Inw
Anyway, PLEASE PLEASE PLEASE dual wield spears/staves....
Il wet my pants in public and post it on the forums for that!!!!!
Make em look like this too.
http://i.neoseeker.com/m/208087_photo.gif
Re: Production: One-handed Weapons Statistics
Posted: Fri Jun 29, 2007 11:17 pm
by kuroari
*rolls eyes* those aren't spears OR maces! nor staves even O.o cmon LT, do better next time
side's that, agree with Kye, lower damage on axes and make doubleaxes, double swords -are- a little iffy with the speed, but who knows? maybe with the new stamina drain that could work?
...will Shield lightness affect stamina drain?
Re: Production: One-handed Weapons Statistics
Posted: Sat Jun 30, 2007 12:45 am
by iwojimmy
scarazi wrote:imo a staff should be a staff not a baseball bat
they should be based mainly on magic not melee
increase sap load x 30 (and make it take less crystals to recharge)
give it parry/dodge stats
increase damage it does as a melee weapon by alot also + big reach
make them look really
cool
this could make staffs usefull and fun
if this sound too wizardly then fine, but rename it to a club then
brings back memories of Open Beta weekends.. the starting magic amp was a better melee weapon than the dagger you started with .. and it looked like a club
Re: Production: One-handed Weapons Statistics
Posted: Sat Jun 30, 2007 4:46 am
by gillest
iwojimmy wrote:brings back memories of Open Beta weekends.. the starting magic amp was a better melee weapon than the dagger you started with .. and it looked like a club
Aye, even on release amps were not present in the game, they appeared in October 04: the magic weapon was a staff at the time (actually looked more like a wand and current staves do as well: a staff is supposed to be a huge 2h thing imo)
Cant remember if needed ambers to be crafted but probably did...
Re: Production: One-handed Weapons Statistics
Posted: Thu Jul 12, 2007 5:06 pm
by jared96
gillest wrote:Aye, even on release amps were not present in the game, they appeared in October 04: the magic weapon was a staff at the time (actually looked more like a wand and current staves do as well
Some banana kept filing tickets on that suggesting that they use magic gloves to boost magic and magic gauntlets to boost melee. Nevrax made him half happy.
Re: Production: One-handed Weapons Statistics
Posted: Thu Jul 12, 2007 5:16 pm
by jared96
sidusar wrote:I wonder what's wrong with the pike though? The only problem I see with it is that we don't have enough invasions of heavy armored kitin to actually give the 'ignore armor' stanza some good use.
And a little off-topic, but could you explain what exactly the reach on weapons does? I've never seen an official explanation of it, just guessing by the players.
The "official explanation" at the last weps patch went something like this.....going from memory so not sure if I got it all right.
-Axes (maces too ?) got increased damage of 20% and decreased hit rate of 20% compared to swords.
- Pikes got 20% decreased damage (was disappointed seeing my damage go from 1000+ to 800 overnight when leveling on plods) but hit rate was increased by 10% and damage taken by character was decreased by 10% suppossedly due to the reach.
One other thing I notice reach gives you is the ability to hold more mobs and keep adds from jumping on mages (assuming of course mages keeping their distance). If I'm healing or elementaling in plod team for example and tank says he is 230 in pike, sword and axe and asks **me** what he shud use, I'd say pike. Come plod cloning time, pike users seem to do much better job keeping as many as 4 or 5 plods on them and off casters. And the effect became much more pronounced after the wep patch. I can only assume that as mobs start to peel off, the reach and the increased speed makes one able to "catch" more adds before they get out of striking range.