Heavy Weapons

Unstructured ideas, requests and suggestions for the development of the game.
Pyrizzle
VIP
Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: Heavy Weapons

Post by Pyrizzle »

chingngiy wrote:ahm.... Korrun maybe is right
hello chingngiy and welcome to the forums! :mrgreen:
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Mino
VIP
Posts: 1270
Joined: Wed Mar 02, 2011 5:24 pm
android_version: 4.4 - Kitkat

Re: Heavy Weapons

Post by Mino »

Pyrizzle wrote:IMHO:

"1. Make them all have criticals (or more criticals for those that have them). Start at x2 for the basic clubs and up to maybe x4 for things like the gutsplitter."

Adding crits would be a cool addition but with so many NPCs that are immune to crits it really wouldn't give as much as an advantage as you may think.
I've noticed a lot of the monsters with high HP (over 100) like the Auleths, Trolls, and Arulirs aren't immune to critical hits so it could still be helpful. And most of the monsters I can think of that are immune should be taken out by the high AD you get from the heavy weapons (in addition to AD increases from level ups and rings that boost it).

But I think higher critical hit skill would be more helpful than a higher multiplier since you need to get the critical hit more often for the multiplier to even matter.
Last edited by Mino on Fri Dec 21, 2012 1:10 am, edited 2 times in total.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Pyrizzle
VIP
Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: Heavy Weapons

Post by Pyrizzle »

Very true: (example)

This would do more damage over time
CHS: 85%
CM: 2.0

than this
CHS: 35%
CM: 5.0
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Usirim
Posts: 165
Joined: Tue May 01, 2012 10:33 am
android_version: 8.0
Location: the land of heros and dragons

Re: Heavy Weapons

Post by Usirim »

I like the idea of reducing DR of enemies for heavy weapons, combined wizh an increase of DR for certain/most monsters and adding reducing DR to unique weapons too - on a different scale.
(Imho the ERyl should be the strongest sword aviable, not the how-is-it-called-again? combat sword.)
Why? Imaging killing arulir with a dagger always makes me lol... Did the Arilur die from beeing tickeld to death? ;-)
Having a base damage of 30+ the weapon gets less important - only AP counts so far. :-(
The possibility of defeding special enemies could then be restricted by only using heavy weapons (for Chars lower than a certain Lvl).
This could add some need to switch equipment every once in a while for high Lvl Chars also.
I like the idea... :-)
Usirim (v2.2):
Lvl: 200
XP: 145.569.369
Gold: 5.8M
RoLS: 17
ElyR: 9
RoL: 6
ChaR: 9
GoLF: 2
ShaF: 7
SRoV: 15
VSH: 7
WMC: 12
GoW: 6

Base values
HP: 1000
AC: 280
AD: 90
max AP: 10 (12)
BC: 180%
DR: 0
(Jun 2017)
Mino
VIP
Posts: 1270
Joined: Wed Mar 02, 2011 5:24 pm
android_version: 4.4 - Kitkat

Re: Heavy Weapons

Post by Mino »

The -1 of target's DR will also help newer players against currently "impossible" creatures like the hard shell beetle.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Pyrizzle
VIP
Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: Heavy Weapons

Post by Pyrizzle »

Very interesting idea! I like this idea of being able to lower NPCs DR! Great suggestion!
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Tomcat
VIP
Posts: 1353
Joined: Tue Feb 08, 2011 7:05 am
android_version: 7.0

Re: Heavy Weapons

Post by Tomcat »

I think the current combat system is heavily skewed towards maximizing your number of attacks, regardless of the weapons base damage. This is because your actual damage quickly becomes dominated by AD level ups. If your 3AP dagger stayed at 1-2 AD per attack, then a 6AP hammer with 5-10 AD can compete. But currently, you can rapidly raise the AD equally on both. Pretty soon, 21-22 twice as often as 25-30 is the only viable choice, inked that big clunker comes with some awesome extras. The whole AP/AD situation needs to be rebalanced.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Sarumar
VIP
Posts: 3275
Joined: Sat May 07, 2011 4:36 pm
android_version: 4.1 - Jellybean
Location: www.hel.fi

Re: Heavy Weapons

Post by Sarumar »

Tomcat wrote:I think the current combat system is heavily skewed towards maximizing your number of attacks, regardless of the weapons base damage. This is because your actual damage quickly becomes dominated by AD level ups. If your 3AP dagger stayed at 1-2 AD per attack, then a 6AP hammer with 5-10 AD can compete. But currently, you can rapidly raise the AD equally on both. Pretty soon, 21-22 twice as often as 25-30 is the only viable choice, inked that big clunker comes with some awesome extras. The whole AP/AD situation needs to be rebalanced.
+1 I agree, we need some true reason for using Gutsplitter... lets make its AD 17-77...
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
only1doug
Posts: 169
Joined: Sun Feb 03, 2013 10:21 am
android_version: 4.1 - Jellybean
Location: London

Re: Heavy Weapons

Post by only1doug »

Tomcat wrote:I think the current combat system is heavily skewed towards maximizing your number of attacks, regardless of the weapons base damage. This is because your actual damage quickly becomes dominated by AD level ups. If your 3AP dagger stayed at 1-2 AD per attack, then a 6AP hammer with 5-10 AD can compete. But currently, you can rapidly raise the AD equally on both. Pretty soon, 21-22 twice as often as 25-30 is the only viable choice, inked that big clunker comes with some awesome extras. The whole AP/AD situation needs to be rebalanced.
Perhaps if the weapon damage was a multiplier of your base AD + a bonus, then there would be a benefit of using the slower weapons when you have a higher base AD.

E.g. a quickstrike dagger would deal base damage x 0.9, flagstaff's pride base damage x 1.1 + 4 etc (numbers pulled from midair).
Lvl: 80, XP: -, Gold: -, RoLS: 1, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0
HP: 259, AC: 250%, AD: 63-69, AP: 2, ECC: 0%, CM: -, BC: 30%, DR: 5
User avatar
Meirerion
Posts: 210
Joined: Sun Jun 24, 2012 10:49 am
android_version: 2.3 - Gingerbread
Location: Under a keg.

Re: Heavy Weapons

Post by Meirerion »

First we've to distinguish the two categories of heavy weapons(HW later):
Blunt weapons (maces, flails etc)
Slash weapons (axes, 2H swords)
(and stab weapons but I haven't seen many spears in this game ^^)
Each type of HW should have an inherent bonus.
I've been thinking of the next actor condition for blunt HW:
Actor condition:
-> -50% DR for 3 turns
Depending of the weapon the chance of applying this condition should be lower or higher.

For the slash HW:
Actor condition: mutilate
-> loses 5 hp/turn
As with the blunt HW the chance of applying this condition should be higher or lower depending of the weapon's quality.


As for your five propositions I think adding to those weapons higher crits is an awesome idea.
I haven't calculate what at higher levels the x2 damage would give but it seems to me quite overpowered. Maybe just adding actor conditions to the weapons and giving them higher crits would help rebalancing ATs weapons.
~May Elythara's wisdom light your path
Post Reply