give purpose to all weapon types
Posted: Tue Dec 24, 2013 4:43 am
Hi, new to the board but been playing a long time.
I've long thought many weapons in A.T. are pretty useless. Whenever i start a new build, i almost always follow the same armament course: sword, ven. Dagger, flagstones pride. After reading the posts around here, it seems many others do the same. I have a suggestion to, shall we say, "zone" the weapons so that different types of weapons better suit different fighting styles. Perhaps something like this:
Daggers...
・Ap...3/4 - 3-4hits
・Dam...low: 1-3
・Ac...high
・Bc...0
・Crit...0
Other abilities: switch target, first strike, parry Dagger(increase dodge), stilletto (for crits), help flee, chance to gain AP with each kill, quick strike, other special effects
Short/long swords...
・Ap...4/5 - 2-3hits
・Dam...low/med. : 2-7
・Ac...high.
・Bc...0/low.
・Crit...0/low
Broad swords, maces/clubs, hand axes...
・Ap...5/6 - 2 hits
・Dam...med/high : 5-14
・Ac...med.
・Bc...0.
・Crit...med/high
Two handed...
・Ap...6/10 - 1-2hits
・Dam...high : 1hit weapon range= 0-40, 2hit weapon range= 2-18
・Ac...med/low.
・Bc...0/minus.
・Crit...high
Shields... attack penalties should be reduced in most cases so that they dont discouage people from choosing axes・maces. Additionally, perhaps shields could have a percentage chance to rebuff swarming enemies back a space on a successful block.
Critcals should also have status effects (seen this idea elsewhere).
I propose these numbers as basic standards. Most other effects can be added as status modifiers. If you want a sword to hit extra hard, actor condition strength x2. You want to increase accuracy, bless...
I've long thought many weapons in A.T. are pretty useless. Whenever i start a new build, i almost always follow the same armament course: sword, ven. Dagger, flagstones pride. After reading the posts around here, it seems many others do the same. I have a suggestion to, shall we say, "zone" the weapons so that different types of weapons better suit different fighting styles. Perhaps something like this:
Daggers...
・Ap...3/4 - 3-4hits
・Dam...low: 1-3
・Ac...high
・Bc...0
・Crit...0
Other abilities: switch target, first strike, parry Dagger(increase dodge), stilletto (for crits), help flee, chance to gain AP with each kill, quick strike, other special effects
Short/long swords...
・Ap...4/5 - 2-3hits
・Dam...low/med. : 2-7
・Ac...high.
・Bc...0/low.
・Crit...0/low
Broad swords, maces/clubs, hand axes...
・Ap...5/6 - 2 hits
・Dam...med/high : 5-14
・Ac...med.
・Bc...0.
・Crit...med/high
Two handed...
・Ap...6/10 - 1-2hits
・Dam...high : 1hit weapon range= 0-40, 2hit weapon range= 2-18
・Ac...med/low.
・Bc...0/minus.
・Crit...high
Shields... attack penalties should be reduced in most cases so that they dont discouage people from choosing axes・maces. Additionally, perhaps shields could have a percentage chance to rebuff swarming enemies back a space on a successful block.
Critcals should also have status effects (seen this idea elsewhere).
I propose these numbers as basic standards. Most other effects can be added as status modifiers. If you want a sword to hit extra hard, actor condition strength x2. You want to increase accuracy, bless...