maybe .. Make Unarmed Less Effective ?

Unstructured ideas, requests and suggestions for the development of the game.
Piggy the Slayer
Posts: 340
Joined: Mon Jul 11, 2011 1:49 pm
android_version: 2.3 - Gingerbread
Location: Remgard road

Re: maybe .. Make Unarmed Less Effective ?

Post by Piggy the Slayer »

Unarmed get no damage bonus, no AC bonus and no criticals - why make it less effective.
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
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fiernaq
Posts: 695
Joined: Fri Mar 16, 2012 3:49 pm
android_version: 2.3 - Gingerbread

Re: maybe .. Make Unarmed Less Effective ?

Post by fiernaq »

Unarmed is not too strong. It just scales too well as does the quickstrike dagger and any other 3 AP (2 with JoF) weapon. Allow me to demonstrate:

At lvl 5, with 10 AP and 5 AD:
Unarmed = 3 attacks at 5 dmg each for 15 total dmg
Hardened Iron Longsword = 2 attacks at 7-11 dmg each for 14-22 total dmg

^ seems about right. Using a decent weapon makes you just barely better than going unarmed.

At lvl 30, with 12 AP and 22-28 AD and JoF:
Unarmed = 6 attacks at 22-28 dmg each for 132-168 total dmg
ElyR = 3 attacks at 25-36 dmg each for 75-108 total dmg

^ whoa. Even a legendary item doesn't compare to the power of the fist. There are 2 reasons for this: 1) over time you gain both more AP and decrease AP cost of attacks and 2) your stats skyrocket while dmg from weapons stays relatively low. I mean, come on, 3-8 dmg from a legendary weapon? You can have more AD than that by lvl 5.

Unfortunately, just adding more dmg to weapons won't be enough because dmg alone doesn't scale like extra hits do. Something needs to be added that boosts the power of wielding a weapon. Fortunately, I think Oskar and the other devs are on the right track with adding weapon skills so I'm ok with waiting to see what they've come up with.
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013
Wyrmspawn
Posts: 462
Joined: Sun Jun 03, 2012 2:20 am
android_version: 3.0
Location: In the dark.

Re: maybe .. Make Unarmed Less Effective ?

Post by Wyrmspawn »

I know, I see that problem as well. IMO, there should be a skill, like weapons specialist, or weapons master, that allows you to increase your weapon's and shield's stats by percentage. Like, you become better acquainted with the way of the sword, the way of the shield, the way of the staff... You get the idea.
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Pyrizzle
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Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: maybe .. Make Unarmed Less Effective ?

Post by Pyrizzle »

fiernaq wrote:Unarmed is not too strong. It just scales too well as does the quickstrike dagger and any other 3 AP (2 with JoF) weapon. Allow me to demonstrate:

At lvl 5, with 10 AP and 5 AD:
Unarmed = 3 attacks at 5 dmg each for 15 total dmg
Hardened Iron Longsword = 2 attacks at 7-11 dmg each for 14-22 total dmg

^ seems about right. Using a decent weapon makes you just barely better than going unarmed.

At lvl 30, with 12 AP and 22-28 AD and JoF:
Unarmed = 6 attacks at 22-28 dmg each for 132-168 total dmg
ElyR = 3 attacks at 25-36 dmg each for 75-108 total dmg

^ whoa. Even a legendary item doesn't compare to the power of the fist. There are 2 reasons for this: 1) over time you gain both more AP and decrease AP cost of attacks and 2) your stats skyrocket while dmg from weapons stays relatively low. I mean, come on, 3-8 dmg from a legendary weapon? You can have more AD than that by lvl 5.

Unfortunately, just adding more dmg to weapons won't be enough because dmg alone doesn't scale like extra hits do. Something needs to be added that boosts the power of wielding a weapon. Fortunately, I think Oskar and the other devs are on the right track with adding weapon skills so I'm ok with waiting to see what they've come up with.
:mrgreen: +1
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LordLancelot
Posts: 31
Joined: Wed Jul 25, 2012 2:47 am
android_version: 4.0

Re: maybe .. Make Unarmed Less Effective ?

Post by LordLancelot »

more damage is needed for each ap a weapon need, something like 5 extra for weapon with 4, 10 extra with weapon with 5 and so on.

Than you can add weapon skill that allow to get extra swing with 2H weapons (weapon with higher ap cost)
L37 Naked: 86hp, 10 AP, AC 125, AD 22, 2.5k gp
Gear: HP 102, AC 259, 12AP, Dam 6X 28-34, BC 12, DR 1
Skills:40-44 evasion or weapons, 50 Fortitude 4, 54,58,62 F5 65
QS dag, Rem C V, E C Helm, Vacor's B, Marrow, Villain's ring 2X, L G attack, Rem Shield
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