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Topics - Thaddeus

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RPGWO V3 / Weapon Balance (and other things)
« on: July 04, 2017, 03:30:42 pm »
as a precursor, love most of the changes I've seen as yet, and interested in some of the things I've read about that are yet to be implemented.

a few weapons(at the time of writing this) have some balance issues as I see it. most of the weapon types have their own advantage, mace/axe/flail/scythe/staff/spear all have advantages that make them unique, I see problems with Sword, Unarmed, and the current 2handed magic staff(as compared to the 1h magic staff)

Sword: same average damage and speed as the other main weapons, without any secondary benefit
Unarmed: same as sword same average, with not secondary benefit
2h Magic staff: as of now, it's a single damage and some WAL over the one handed variant, but also has an extra second delay for magic attacks, just doesn't seem warranted

suggestions for fixing these issues
sword: admittedly not sure what could fix this, having it be a hybrid weapon with a minor crit% and weapon AL? give it a slight rating boost to offset the lack of a secondary ability?
add inherent poison to function as a bleed? that would suit the weapon, or adding a separate bleed function that has stacking effects, removable only with first aid or a white spell
I think the bleed option would fit the weapon style best, but would probably also be the most work for you, though it would give first aid an active role, especially if some mobs were given this property.

Unarmed: lower the speed to 1(and damage accordingly to keep rating) this gives it higher rating when boosted with blue magic , or change the innate unarmed damage formula in some way, which currently doesn't do much even as a deity, unsure of how it's calculated now, some way to trade off the lack of equipment (not having to repair your fist isn't really much of an argument when considering higher level equipment)
even leaving the claws as they are and changing how the unarmed(fist) damage is calculated would be good, leaving the choice between a claw that can be +'d and a UA bonus, or your fist which is faster and damage that grows as you level.

2h Magic staff: maybe just a small raise to the magic power? or even lowering the 1h staff variants magic power, some way to make the choice between the 2 something to consider. as it is now, the minor damage difference and weapon AL isn't worth the extra cast delay. maybe switch it around where the 1h staff has higher cast delay




something of a side-note, what's intended with the zephyrium alloys? (just curious, haven't found any use for them at the moment)
(lurking for 10 years, first time i posted apparently, HAH)

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