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Re: Special Weapons

Posted: Sun Aug 12, 2018 4:22 pm
by rijackson741
Schmmiiirc wrote: Sun Aug 12, 2018 8:18 am except the ring, that is useless
Until 0.7.2 ;)

Re: Special Weapons

Posted: Sun Aug 12, 2018 8:35 pm
by Schmmiiirc
rijackson741 wrote: Sun Aug 12, 2018 4:22 pm
Schmmiiirc wrote: Sun Aug 12, 2018 8:18 am except the ring, that is useless
Until 0.7.2 ;)
I'll put one in my Xmas Cracker. :mrgreen:

Re: Special Weapons

Posted: Mon Aug 13, 2018 3:10 am
by Mark Howard
If you compare the Blackwater Sword (with the Blackwater Misery) and the Balanced Steel Sword, they are too similar. The damage is the same 3-7, and the Attack Cost AP 4. So with the Blackwater Misery penalty -50 Attack Chance, the Attack Chance cancels out to zero. Make some way (future quest) to remove or reduce the Blackwater curse so that it will be better than the Balanced Steel Sword. I think that would make the game more fun.

Re: Special Weapons

Posted: Mon Aug 13, 2018 7:04 am
by rijackson741
You can't compare just the sword to another sword. The Blackwater set is a set.

Re: Special Weapons

Posted: Mon Aug 13, 2018 12:00 pm
by Mark Howard
It's good you made it clear that they are a set. I didn't get that in the game. Thanks. I tried the sword and dagger together now as a set and they do work together. That Blackwater Misery with the big hit to the Attack Count (-50) puts everybody off. Maybe it could be tweaked better.

Re: Special Weapons

Posted: Wed Aug 15, 2018 12:18 am
by BethelAbba
Mark Howard wrote: Mon Aug 13, 2018 12:00 pm It's good you made it clear that they are a set. I didn't get that in the game. Thanks. I tried the sword and dagger together now as a set and they do work together. That Blackwater Misery with the big hit to the Attack Count (-50) puts everybody off. Maybe it could be tweaked better.
It isn't just the dagger and sword that's the set. ;) ;) ;)
you need to use the BlackWater armor as well for it all to be effectively useful.

Re: Special Weapons

Posted: Sat Aug 18, 2018 3:04 am
by Voom
Im glad that this came up. Ive fiddled with the numbers and i believe the BWM set will need to be buffed substantially to compete with some other effective sets. 'Gladly', the misery penalty does not stack. The solutions that have been invented will help balance this set and make it viable. But it is unique and will stay that way, so its weaknesses will still exist but will only mean that it will still affect your level up choices the same way.

Re: Special Weapons

Posted: Sat Aug 18, 2018 12:12 pm
by rijackson741
In 0.7.2 you will be be able to get BWM boots and gloves (but not at BWM), and the ring has been improved. Hopefully I didn't overdo it, because if I did then I'll have to nerf the BWM items at some point in the future.

Re: Special Weapons

Posted: Sat Aug 18, 2018 12:46 pm
by Voom
I cant wait. I will be able to update my AvgDPS comparator.

Re: Special Weapons

Posted: Sat Aug 18, 2018 5:29 pm
by lakra
%Sad to hear, that the BW-Set is going to be boosted -this is actual the strongest non-critical item set for dual wielders.

Let's see the stats:

BW Dagger (2 of them):
Combined 80% Acc + 90% from dagger spec = 152% +40% from dual wielding stats = 192% -50% from bw misery = 142% bonus to acc only from two daggers
And it has a bonus to block from 23% with all specs, too.
This is not reachable from any other dagger combination.

Even BW-Sword is, dual wielded, far better then Balanced steel sword:

190% bonus to acc with BW-Misery, 23% Bonus to BC and the same damage potential.

Armor and Leather cap provide so many BC with light armor spec, that you don't necessarily need to invest stats or skill points to bc to get a decent chance to dodge attacks against every enemy.