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give purpose to all weapon types

Posted: Tue Dec 24, 2013 4:43 am
by zjfhd
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...

Re: give purpose to all weapon types

Posted: Wed Dec 25, 2013 4:28 pm
by Sarumar
Welcom to the forums!

True! Most of the weapons and IMO other stuff (shields, armours, potions, foods, blessings, etc) are useless.

Perhaps in future thosr are re balanced.

good hunting