We need a more interesting weapon thing
Posted: Fri May 03, 2019 3:51 pm
Tes.
minimal levels for certain weapons.
but all these weapons will be new.
An example would be like.
Profound Dagger of Doom (i am horrible with coming up with names.)
Min. Level to equip: 45
Min. Base AC to Equip: 150
Attack Cost: 4
AD +3-5
AC: +35
BC: -20
CSL: 100
CC: 3.0
20% chance of inflicting Doom
(Doom would cause...
-2 max AP
+1 Attack Cost.
and a random status ailment.)
or
Ultimate Two Handed Axe of Doom! (with exclaimation point for a reason.)
Min. Level: 300
Min. AD: 50
Attack Cost: 10
AC: -50
AD: +0-100
BC: +50
20% chance of inflicting Doom
and one more.
Bright Shield of Doom!
min. level: 35
min. BC: 200
AC: -40
BC: +80
DR: +7
10% of inflicting Doom when hit. (or something.)
:3 spread out more ideas. because mine are only examples.
now this thought was combined with a recent epiphany and noticing certain skill points have a similar method. so the devs may have a few simple additions to the coding for some weapons.
But with a mininum level this could portray some significant increase of additions and subtractions for various weapons. (but start with only weapons.)
another real life thing would be like when you first are learning a new art, like weapons. you don't wanna start with some really insane weapon thing because one can get hurt. it sorta grants two things, a new goal to grind and this way they don't always have to use the same weapon through out the game.
Ballet Instructers don't immediately give away ballet shoes, the dancer must earn them. Same goes for certain schools of weapons, where they start out training with wooden swords then dulled swords then sharp swords.
Which the min. levels should be balanced with the benefits of the weapon.
Also, i think since Nor City is pretty much a vastly populated city, some of the weapon ideas shall be sold there. To introduce them to these minimal level weapons. which would be sold at a fairly high price of around 10k gold or so.
minimal levels for certain weapons.
but all these weapons will be new.
An example would be like.
Profound Dagger of Doom (i am horrible with coming up with names.)
Min. Level to equip: 45
Min. Base AC to Equip: 150
Attack Cost: 4
AD +3-5
AC: +35
BC: -20
CSL: 100
CC: 3.0
20% chance of inflicting Doom
(Doom would cause...
-2 max AP
+1 Attack Cost.
and a random status ailment.)
or
Ultimate Two Handed Axe of Doom! (with exclaimation point for a reason.)
Min. Level: 300
Min. AD: 50
Attack Cost: 10
AC: -50
AD: +0-100
BC: +50
20% chance of inflicting Doom
and one more.
Bright Shield of Doom!
min. level: 35
min. BC: 200
AC: -40
BC: +80
DR: +7
10% of inflicting Doom when hit. (or something.)
:3 spread out more ideas. because mine are only examples.
now this thought was combined with a recent epiphany and noticing certain skill points have a similar method. so the devs may have a few simple additions to the coding for some weapons.
But with a mininum level this could portray some significant increase of additions and subtractions for various weapons. (but start with only weapons.)
another real life thing would be like when you first are learning a new art, like weapons. you don't wanna start with some really insane weapon thing because one can get hurt. it sorta grants two things, a new goal to grind and this way they don't always have to use the same weapon through out the game.
Ballet Instructers don't immediately give away ballet shoes, the dancer must earn them. Same goes for certain schools of weapons, where they start out training with wooden swords then dulled swords then sharp swords.
Which the min. levels should be balanced with the benefits of the weapon.
Also, i think since Nor City is pretty much a vastly populated city, some of the weapon ideas shall be sold there. To introduce them to these minimal level weapons. which would be sold at a fairly high price of around 10k gold or so.