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Post by Raj on Feb 21, 2016 14:30:38 GMT
Ah ok, ye makes sense but also shoudn't affect balance much. Tbh I like the idea of battle casters being incentived toward the use of a specific weapon they can buff very well, for when they are soloing or don't want to bother too much other casters, else we're again in the realm of forged db/dis weapons ruling above all set ones. Especially if those fire/elec, cold/fire, elec/acid combos appear on some underused weapon types.
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Post by desocupado on Feb 23, 2016 14:37:30 GMT
Since the classes above can buff exotic damage, they want to choose a weapon with said damage type as well. I get that. My question was more about why that, rather than some other consideration, should determine which set to use. Popularity or lack thereof of those classes? I see you are posting via mobile, so I understand if it's difficult to elaborate much. Funky I'm not sure popularity is a good thing to use. Maybe neither using Divine nor Positive since those are hell's and abyss' favorites exotics and would further increase the gap between people with such weapons and people going back to those runs after a couple of limbo runs. On the other hand better weapons might make some classes more popular, except if they aren't accessible (which might be the case, unless they don't require tag). It all comes on how everything is designed together (weapon buffs, class distribution, resistances and even healing). That's why I asked if any enemy take more than 1 exotic. I mean a 8d12Div 8d12Neg could be useful as far as a generic/lazy exotic damage goes or even 8d12 all exotics if exotic healing/damage healing is rare. But weapon swap becomes a necessity in 2 cases: - Your weapon will heal the only mob alive / you should hit
- Your weapon doesn't do any damage the target would take
A 5d12 x5 elements could be cool if healing and resistances weren't as much of an issue. A flat +~40 physical damage (of the weapon type) would be great more useful to most. (not sure if this value is high enough) ---- That all being said, and considering earlier posts: 6d12 ELE 6d12 ELE 6d12 EXO might be the preferable option considering the current designs. And maybe that 12d12 could be further increased.
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Post by FunkySwerve on Feb 23, 2016 15:40:34 GMT
We made a decision, based on everyone's input:
Set 1: +18 enh 6d12 pos 6d12 neg 4d12 gem-based ele - you will be able to change the element on this weapon once per day using a 2d12 craft gem Set 2: +11 attack 8d12 ele 6d12 exo - the damage types on this weapon automatically shift to target the target's weakest element/exotic. It is unbuffable. It WILL heal healers.
This was done in light of the fact that XR weapons are already slated as follows: ----- Using the Unique Power on this item will assign it two random elemental damage types and one random exotic damage type, each with 8d12 damage. The Unique Power will also assign it +15 Enhancement Bonus vs. one of eight racial types, randomly chosen. Once the damage types and enhancement are assigned, this item cannot be re-randomized by again using the Unique Power. ----- This item has been touched by forces outside mortal comprehension. Only the truly mighty possess the mental discipline required to use it. Accordingly, you must be level 70 to use this item.
And yes, we took a hard look at the creature statting in upcoming areas in making this decision. We realize how odd a pos/neg combo is.
Funky
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Post by desocupado on Feb 23, 2016 16:18:41 GMT
Could gems be sold in regular store on that case (and all cases)? (even if they would need appraisal) Many people go as far as to not pick them up.
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Post by Twilight Semner on Feb 23, 2016 17:06:31 GMT
Could gems be sold in regular store on that case (and all cases)? (even if they would need appraisal) Many people go as far as to not pick them up. lol....... Or maybe you could just start picking them up?
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Post by desocupado on Feb 23, 2016 17:19:02 GMT
Could gems be sold in regular store on that case (and all cases)? (even if they would need appraisal) Many people go as far as to not pick them up. lol....... Or maybe you could just start picking them up? I do have a stockpile. But one cannot go around grabbing loot at will. Maybe the banker should keep the stones, dunno. My point is: That's a sad loot drop and could be a gold sink instead.
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Post by chainlink on Feb 23, 2016 17:26:39 GMT
We made a decision, based on everyone's input: We realize how odd a pos/neg combo is. Funky The offspring of Xeg-Yi & Xeg-Ya
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Post by desocupado on Feb 23, 2016 18:55:40 GMT
We made a decision, based on everyone's input: Set 1: +18 enh 6d12 pos 6d12 neg 4d12 gem-based ele - you will be able to change the element on this weapon once per day using a 2d12 craft gem Set 2: +11 attack 8d12 ele 6d12 exo - the damage types on this weapon automatically shift to target the target's weakest element/exotic. It is unbuffable. It WILL heal healers. What the purpose of the Set 1 changeable nature? Is it To be able to craft a weapon meeting your own buff? (i.e. sonic for paladin, cold for bg) Or is it to adjust for a whole run? //it's a cool unique thing tough. I like set 2, it provides an unique twist and seems great for bosses. How does this interacts with Cleric's Transmutation Paragon spell?This was done in light of the fact that XR weapons are already slated as follows: ----- Using the Unique Power on this item will assign it two random elemental damage types and one random exotic damage type, each with 8d12 damage. The Unique Power will also assign it +15 Enhancement Bonus vs. one of eight racial types, randomly chosen. Once the damage types and enhancement are assigned, this item cannot be re-randomized by again using the Unique Power. ----- This item has been touched by forces outside mortal comprehension. Only the truly mighty possess the mental discipline required to use it. Accordingly, you must be level 70 to use this item. And yes, we took a hard look at the creature statting in upcoming areas in making this decision. We realize how odd a pos/neg combo is. Funky So this third would be a random drop akin to level 50 weapons? Or an old(er) project from which those two sets were derived?I'm not a fan of roughly 1/8 * 1/10 * 1/4 * 1/55 chance (1/17600 ~= 0,06%) of getting a perfect weapon i.e. (racial type )* (elemental) * (exotic) * (weapon type) Maybe the amount of racial bonus could be increased to 3-5. Or the elemental could be forged once with gold bought stones. Weren't there more racial types like 12? Wouldn't an axial bonus be less frustrating? (Lawful-Neutral-Chaotic)
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Post by chirality on Feb 23, 2016 19:41:39 GMT
the damage types on this weapon automatically shift to target the target's weakest element/exotic. It is unbuffable. It WILL heal healers. This would make the weapon unuseable on healers that have their healtype as weakest type. Is "weakest" determined solely by imm% or considering both resist+imm%? Edit: is unbuffable a required feature of coding the auto-select-vs-weakest damage type? I don't see unbuffable +11 8d12/6d12 as being much upgrade, or very useful at all, (except to test mob vuln ?) or is GMW still applicable and not considered a "buff" (you meant damage buffs only?) Or the intent is that after using unique racial type random feature the weap becomes more attractive (after some luck/farming good ones?) Pos/neg uncraftable already useless vs undead so we're prolly using DB afsdmp/abyss af+no neg on undeads/non-druid party lacking crumble w/ shifter/pariah stoned exc anyway (and crafted DB/abyss w/ no pos for pos healers like some paragons+deathless--not that still using old weapons is a bad thing or something to be avoided, but just to mention ). Is the "Unique Power randomization vs racial type" feature to be added to either or both weapon sets? Or is this a 3rd set? (unclear to me from above post--prolly obvious answer is optional feature of both sets? just checking)
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Post by Twilight Semner on Feb 23, 2016 20:12:34 GMT
I believe they can receive GMW and keen but not damage buffs.
EDIT: Also, the random +15 vs. Racial type is for the 3rd set with random 2x8d12 element and random 8d12 exo, which I *think* are buffable. I believe the first two sets are set drops, whereas the XR weapons (ie. 3rd set) are random XR drops.
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Post by Deleted on Feb 23, 2016 20:14:43 GMT
What the purpose of the Set 1 changeable nature? Is it To be able to craft a weapon meeting your own buff? (i.e. sonic for paladin, cold for bg) Or is it to adjust for a whole run? //it's a cool unique thing tough. Same answer as 'what's the purpose of crafting DB weapons'? I don't see unbuffable +11 8d12/6d12 as being much upgrade, or very useful at all, (except to test mob vuln ?) or is GMW still applicable and not considered a "buff" (you meant damage buffs only?) Having absolutely no knowledge of what Limbo mobs would require, I am inclined to agree that an unbuffable +11 is not much good - I would *guess* there are some specific mobs that these would be designed around though (eg: 100% physical immune). Is the "Unique Power randomization vs racial type" feature to be added to either or both weapon sets? Or is this a 3rd set? (unclear to me from above post--prolly obvious answer is optional feature of both sets? just checking) I read it as though it's a third type of weapon, where 1) and 2) are both Set Loot options from Limbo (similar to Min/Aboleths weapons), and 3) is just a normal XR drop (like current Level 50 weapons). Could be wrong though. Edit: Bah, Twilight addressed all while I was still typing!
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Post by sabregirl on Feb 23, 2016 21:15:12 GMT
I believe they can receive GMW and keen but not damage buffs. EDIT: Also, the random +15 vs. Racial type is for the 3rd set with random 2x8d12 element and random 8d12 exo, which I *think* are buffable. I believe the first two sets are set drops, whereas the XR weapons (ie. 3rd set) are random XR drops. ^This^
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