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Post by KnightErrant on Mar 24, 2013 17:25:40 GMT
Githzerai at +13 Enhancement 10d12 Sonic 4d10 Negative sounds good. Maybe add +15 to hit Chaotic beings for flavor ?
For the XR's have them random like Abyss weapons from 1) +14 x4 8d6 Elemental x2 8d6 Exotic 2) +14 x3 8d6 Elemental x3 8d6 Exotic 3) +15 x3 8d6 Elemental x2 8d6 exotic....set the odd of each at 50%/40%/10% ? The +15 version has less damage dice slots than the +14 versions but would be a one damage dice slot improvement over the +15 Min set weapons.
KE.
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Post by FunkySwerve on Mar 24, 2013 18:49:26 GMT
How many and how highMaybe 2 elements and one exotic per weapon? Something like 2d20 for Elementals (Sonic + Another Random Elemental) and 30 fixed damage for exotic (Negative I assume - for buffs it works like 5d12) -- Having a random elemental give some "chaotic" (unpredictable) behavior for more flavor and variety. Which weapons are you talking about? Nothing above 20 fixed damage is possible. Other than that, we can go up to 20 dice on any die type except d20, for which we can go up to 40 (40d20). PoM weapons already have the vamp regen, but that's not necessarily a downside, as it's consistent. Funky
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Post by desocupado on Mar 24, 2013 19:33:02 GMT
My suggestion was aimed towards the "Mega Sonic/Negative" weapons. Instead of plain Sonic & Negative, I"d suggest making it:
About negative damage, since it can't be a fixed 30, use 5d12 then. (must be careful with shadow dancer buff)
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Now, for the other weapon, the generic (ultimate) one... I'd suggest two versions: Version A (Super DB) - 3d12 for all 5 Elements and a random Exotic (2d12) // This would be an effective trash mob weapon Version B (Exotic + Single Element) - 5d10 all 4 exotics + 5d10 single random elemental
These weapon would be easy to refer in-game "Fire XXR" (A) or "Magic XXR Weapon" (B). Healing is easy to handle as two different weapon aren't likely to heal the same target.
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Post by Torin on Mar 24, 2013 19:44:30 GMT
What is with these new (and rarely seen) damage types like Subdual, Ectoplasmic etc. ? Maybe it would be interesting to have i. e. 2d10 on a weapon with that.
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Post by Deleted on Mar 25, 2013 0:36:02 GMT
What is with these new (and rarely seen) damage types like Subdual, Ectoplasmic etc. ? Maybe it would be interesting to have i. e. 2d10 on a weapon with that. They are esoteric iirc, and I would agree it would be nice to see em on weapons.
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Post by FunkySwerve on Mar 26, 2013 15:45:49 GMT
Will not be happening anytime soon (likely never). Those damage types don't work on weapons as properties - we only apply them via script. They could be coded as onhits, but that would take them outside the normal critical/multiplier framework, but we generally avoid player onhits to keep load down, amongst other reasons.
Funky
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Post by Vichya on Mar 28, 2013 12:17:07 GMT
One thing that we should keep in mind when increasing weapon damage is that builds like Staffmaster, Slinger and AAs get worse then. Now Staffmasters can take a hit for sure, but slingers do rather bad damage already and AAs only average damage with top gear.
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Post by FunkySwerve on Apr 30, 2013 20:24:23 GMT
One thing that we should keep in mind when increasing weapon damage is that builds like Staffmaster, Slinger and AAs get worse then. Now Staffmasters can take a hit for sure, but slingers do rather bad damage already and AAs only average damage with top gear. Bumping this since I reread the thread before implementing these weapons. I agree - we'll likely address this both by scaling their damage in PLs and by creating new bows, in the AA's case. Any other example classes, besides those three, you can think of that will have issues? SD comes to mind, but I don't want to delve too much into them right now, since I'm reimplementing their DR drop on Shadow Daze and reverting to their old weapon damage method on Rift. Funky
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Post by FunkySwerve on Apr 30, 2013 20:24:40 GMT
One thing that we should keep in mind when increasing weapon damage is that builds like Staffmaster, Slinger and AAs get worse then. Now Staffmasters can take a hit for sure, but slingers do rather bad damage already and AAs only average damage with top gear. Bumping this since I reread the thread before implementing these weapons. I agree - we'll likely address this both by scaling their damage in PLs and by creating new bows, in the AA's case. Any other example classes, besides those three, you can think of that will have issues? SD comes to mind, but I don't want to delve too much into them right now, since I'm reimplementing their DR drop on Shadow Daze and reverting to their old weapon damage method on Rift. Funky
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Post by gandoron on May 1, 2013 14:30:32 GMT
Staffy just got a pretty big hit (which was necessary), so maybe this boost should apply to them. They trade off durability for damage in general.
In the abyss I actually end up using pos and neg damage types since the staff damage isn't that much greater than the fully buffed die.
-Graham
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Post by Vichya on May 1, 2013 14:34:42 GMT
Yes they were, but that wasn't my point. I argued that increasing weapon damage in general makes fixed damage like the AA bows, Slinger bullets and Blackstaff damage weaker in comparison.
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Post by KnightErrant on May 1, 2013 19:41:30 GMT
I'd like to see the XR ones get a chance to have random stuff added, if it's not too much of a coding nightmare. Most of my casters use UR caster staffs with "good stuff" added in green, I would love it if my melee toons could have a chance to improve their abilities out of the same gear slot my casters do. This would take weeks to code, like a mini-randomized-items system (it would have to be retrofitted into the market, the banking system, etc...). Not gonna happen. The buff affinity is a cool idea, though - might well be worth keeping in some form. Funky Maybe also add random affinity to race ?... +17 or +18 Enhancement vs Outsiders, Elves, Dragons etc... Once again not sure how much work that or the buff affinity would be to code but makes them a little more interesting ? KE.
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Post by FunkySwerve on May 2, 2013 16:43:39 GMT
I actually finished statting them yesterday - you can find them on the sheet. That's an interesting idea, though, will think on it some.
Thanks, Funky
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Post by elgrathforestwalke on May 2, 2013 17:14:49 GMT
Talking about staffys, slingers and AA's, any plans for XR Ranger bows, similar to Uros, Hive and POM?
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Post by FunkySwerve on May 7, 2013 23:24:54 GMT
Talking about staffys, slingers and AA's, any plans for XR Ranger bows, similar to Uros, Hive and POM? Yup. Haven't decided between them or just scaling existing ones somehow, though. May do both. Funky
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