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Attack Cost

Posted: Sat Oct 28, 2023 9:04 am
by acridpot
Do we have any items other than Jewel of Fallhaven and Marrowtaint that reduce attack cost?

Re: Attack Cost

Posted: Sat Oct 28, 2023 9:35 am
by Lam al Adie
The "Andors Trail Directory" linked above may be a spoiler to that question.
It's only these two items.

Plus there are two conditions that seem to lower the AtkCost but only the "lightning attack" gained by a potion of the same name is availabe you.
That potion is a quest item which you can acquire exactly once and the condition lasts for 2 rounds.

Re: Attack Cost

Posted: Sun Oct 29, 2023 4:08 am
by Osho
Sadly, NO

Potions have one time use so I won't even count them.

More ways to reduce attack cost are a long time demand. Hopefully, it'll be fulfilled some day!

Re: Attack Cost

Posted: Sun Oct 29, 2023 11:05 am
by Antison
Well, if such items could be added without unbalancing, we may.

Osho, again, it's about game balance. We spent too many years recently trying to balance the game. The last thing we're going to do is introduce something that's going to ruin all of that.

Imagine if there were multiple item types that provide a -1 AP attack cost? Every player would abuse this by using all of those items simultaneously.

Re: Attack Cost

Posted: Sun Oct 29, 2023 4:34 pm
by Lam al Adie
Yeah, like a Ring of swift attack plus JoF resulting in AtkCost -2 and everybody would go for QSD for up to 12 attacks per round which would be insane.
There's simply no way to allow the AtkCost to drop below 2, thus there'd only be the possibility of a wider variety of necklaces.

Re: Attack Cost

Posted: Sun Oct 29, 2023 5:05 pm
by Usirim2
Maybe instead of reducing attack cost by value a reduction by percent is a new way for introducing new attach cost reducing items?
(and maybe making some items depending on other items to gave the reduction - so no change for existing itens woukd be necessary)
Weapons with high atrack cost would benefit more than fast striking weapons.
But that would mean changing established game mechanism. I would like the idea in general but not that much to push it.
One reason is, there will be new itens with future content and making game play changes may go in the wrong direction so the carefull way of the dev team is imho the best.

Re: Attack Cost

Posted: Sun Oct 29, 2023 9:02 pm
by Lam al Adie
I think that's too complicated.
Perhaps some gloves with a 10% chance of 2 rounds +2AP (cumulative) per hit (or 15% chance per kill) might make you a monster on a melee…
But permanently lowering you AtkCost?… Nat, thanks.

Re: Attack Cost

Posted: Sun Nov 26, 2023 5:32 am
by WarWolf01
Lam al Adie wrote: Sun Oct 29, 2023 9:02 pm I think that's too complicated.
Perhaps some gloves with a 10% chance of 2 rounds +2AP (cumulative) per hit (or 15% chance per kill) might make you a monster on a melee…
But permanently lowering you AtkCost?… Nat, thanks.
But this idea is quite literally implemented. The Cleave skill, give you a bonus of +3 ( if I not wrong) whenever you kill an opponent

Re: Attack Cost

Posted: Tue Nov 28, 2023 4:53 am
by acridpot
WarWolf01 wrote: Sun Nov 26, 2023 5:32 am
Lam al Adie wrote: Sun Oct 29, 2023 9:02 pm I think that's too complicated.
Perhaps some gloves with a 10% chance of 2 rounds +2AP (cumulative) per hit (or 15% chance per kill) might make you a monster on a melee…
But permanently lowering you AtkCost?… Nat, thanks.
But this idea is quite literally implemented. The Cleave skill, give you a bonus of +3 ( if I not wrong) whenever you kill an opponent
Yup, I just restarted AT with a new file...
Cuz I wasted 6 SP on skills I dont need at all...
So ive started with "Cleave" and ill be moving forword to "Combat Speed" after.

"Cleave" is really helpful for quick farming and for annoying mobs like the bats and ghosts in Lodar's Cave.
Cuz they swarm you.

Re: Attack Cost

Posted: Tue Nov 28, 2023 8:42 am
by WarWolf01
It is indeed a really nice skill to have. I going for my first ever permadeath gameplay, and I plan to use this skill with a 2 handed build