Thorgal2005-06-20 13:41:54
QUOTE
Great Runes -Â Â Â Â Â Â Damage Type Mods -Â Â Â Price -Â Â Â Â Special Effect -
  Arcane Soldier      Magic Damage      350 credits  Convert 50% of the damage type to magic damage.
  Elemental Fires     Fire Damage      350 credits  Set alight.
  Freezing Heart      Cold Damage      350 credits  Chill.
  Serpent's Kiss      Poison Damage     350 credits  Random, hidden venom.
  Jagged Lightning     Electrical Damage   350 credits  Epilepsy
  NOTE: Damage type modifier runes will change 10% the damage type of that
     weapon to the indicated damage. The other 90% will be normal.
     One rune of this type per weapon only. Upon every hit, there is
     a 25% chance of the special effect firing.
  Arcane Soldier      Magic Damage      350 credits  Convert 50% of the damage type to magic damage.
  Elemental Fires     Fire Damage      350 credits  Set alight.
  Freezing Heart      Cold Damage      350 credits  Chill.
  Serpent's Kiss      Poison Damage     350 credits  Random, hidden venom.
  Jagged Lightning     Electrical Damage   350 credits  Epilepsy
  NOTE: Damage type modifier runes will change 10% the damage type of that
     weapon to the indicated damage. The other 90% will be normal.
     One rune of this type per weapon only. Upon every hit, there is
     a 25% chance of the special effect firing.
This will enable balancing warrior damage much, much easier, since the gap between knights with elemental runes and knights without, is much less devastating.
Shiri2005-06-20 13:46:28
Being set alight is a cruddy affliction for fire. And the random hidden venom is a bit much compared to all the rest.
Thorgal2005-06-20 13:58:01
Nah, the special effects are hidden, so if you get set alight, it will burn at least once, which'd do an extra ~200-500 damage depending on resistances.
Shiri2005-06-20 14:00:47
Wtf? I have a fire weakness, and when I get ignited I take like...100. :/
Thorgal2005-06-20 14:01:11
Make it stronger then!
Icarus2005-06-20 17:09:32
I really like the idea!
May be a small adjustment: make base % to be 40% for effects to happen, then add/minus 5% for each level of weakness/resistance.
May be a small adjustment: make base % to be 40% for effects to happen, then add/minus 5% for each level of weakness/resistance.
Murphy2005-06-21 01:42:39
Personally I dsont like the idea, giving chills? cmon thats pretty lame.
if this was to happen I'd be putting it to a minimum of 20-25% and then giving all the knights a choice of reallocating their element type
if this was to happen I'd be putting it to a minimum of 20-25% and then giving all the knights a choice of reallocating their element type
Unknown2005-06-21 01:46:44
Again, it's hidden. Chills takes equilibrium and does damage, I think. As for charybdon being too powerful, remember that poison damage is about the least useful thing to convert to.
Murphy2005-06-21 01:50:04
Hell i'd go make me some nice nice hammers, and put poison runes on them and go be a speed knight
Thorgal2005-06-21 08:50:08
QUOTE(Murphy @ Jun 21 2005, 03:42 AM)
Personally I dsont like the idea.
142235
Why doesn't that surprise me..
Suhnaye2005-06-21 13:24:32
hmm... Instantly able to afflict with up to four random afflictions in a single round with no triggering messages... the 25% probability would slightly even it out... but it still seems overpowered to me... Murphy's right that a pair of VERY fast weapons set with poison runes would be devastating, though it would make combat more unpredictable.
Chills is evil to mages, but only if your able to do a bit more than just the chills... if it afflicts with chills every time it hits, that would be a nightmare, as for the fire... slightly more damage than usual... doesn't seem worth it to me...
Can't comment on Epilepsy, cuz I honestly don't really know exactly what its all about...
50% magic damage for warriors who usually do only physical would be incredibly usefull, as it would circumvent many defs used against warriors... One thing I don't understand... Under that, it says the damage type would only be 10%, could you clarify this?
So, summary-
Poison=overpowered, slightly, change to 15-20% chance of afflict
Cold=About right, be a pain in the butt if used right
Fire=underpowered
Electric=?
Magic=About right, give a decent advantage for the amount paid
Chills is evil to mages, but only if your able to do a bit more than just the chills... if it afflicts with chills every time it hits, that would be a nightmare, as for the fire... slightly more damage than usual... doesn't seem worth it to me...
Can't comment on Epilepsy, cuz I honestly don't really know exactly what its all about...
50% magic damage for warriors who usually do only physical would be incredibly usefull, as it would circumvent many defs used against warriors... One thing I don't understand... Under that, it says the damage type would only be 10%, could you clarify this?
So, summary-
Poison=overpowered, slightly, change to 15-20% chance of afflict
Cold=About right, be a pain in the butt if used right
Fire=underpowered
Electric=?
Magic=About right, give a decent advantage for the amount paid
Gwylifar2005-06-21 14:41:30
QUOTE(Suhnaye @ Jun 21 2005, 09:24 AM)
hmm... Instantly able to afflict with up to four random afflictions in a single round with no triggering messages...
142411
Kind of like a Celestine double-throwing Fool-masked Tarot while his two angels are afflicting you with masked messages, you mean? Yeah, I agree, that shouldn't be allowed.
Of course, in this case you're also getting damage at the same time, so a better analogy might be to a guardian class, but the analogy still won't hold since they didn't pay 700 credits on top of transing all their skills just to get it.
Personally, I think that elemental runes as they are now are fine, but that we still need to do what I've been saying we needed to do for ages -- recalibrate weapon damage in general, to a lower deviation around the same mean.
Unknown2005-06-21 15:18:32
QUOTE(Gwylifar @ Jun 21 2005, 02:41 PM)
Kind of like a Celestine double-throwing Fool-masked Tarot while his two angels are afflicting you with masked messages, you mean? Yeah, I agree, that shouldn't be allowed.
Of course, in this case you're also getting damage at the same time, so a better analogy might be to a guardian class, but the analogy still won't hold since they didn't pay 700 credits on top of transing all their skills just to get it.
Of course, in this case you're also getting damage at the same time, so a better analogy might be to a guardian class, but the analogy still won't hold since they didn't pay 700 credits on top of transing all their skills just to get it.
142427
It's not like guardians can keep doing that all the time. It costs 21 power, and you can do 4 afflictions at once three times, with 8 seconds intervals between them.
Gwylifar2005-06-21 15:34:38
Yeah, and there's also the fact that the odds of getting four afflictions in a combo this way are very low and you can't control what they are so you can't set up locks and combinations, and we could list a dozen ways the analogy won't map point-for-point.
But the idea that "four afflictions in one round is overpowered", in and of itself, needs to be set aside already. It's barely viable as a part of a larger argument that takes these other factors into account. It's entirely nonviable on its own.
But the idea that "four afflictions in one round is overpowered", in and of itself, needs to be set aside already. It's barely viable as a part of a larger argument that takes these other factors into account. It's entirely nonviable on its own.
Murphy2005-06-21 16:24:37
I can count on one hand the number of times I've done 4 afflictions in a combo.
In fact I've started to keep a log of them as 'special moment' since its so bloody rare.
In fact I've started to keep a log of them as 'special moment' since its so bloody rare.
Anumi2005-06-21 16:53:28
I've started keeping a log of the times my archetype causes 4 afflictions plus a huge wad of damage too. I've decided to name the log "fond daydreams" and place it next to the log of me winning the lottery, and the log of me ascending to Elder Godhood.
Daganev2005-06-21 18:06:49
Its always been known that your wapon is the key factor in how well you do as a knight. Many players have spent hundreds of thousands of gold pieces on thier weapons to get them as good as they can. Then bought Runes to make them even better.
Making a change like that would be wasting everyones time for who knows how much, and a refund would not be possible as you can't take into consideration reforgings or the like.
Spend more money on better weapons and the standard diviation will be lower.
However, adding that cute little bonus to elemental runes and giving them a 10% chance of hitting to counterbalance the 1/3 instead of 1/2 damage downgrade would be nice. But you would have to keep the special ability powers more in the realm of RP and not so damaging in combat.
Making a change like that would be wasting everyones time for who knows how much, and a refund would not be possible as you can't take into consideration reforgings or the like.
Spend more money on better weapons and the standard diviation will be lower.
However, adding that cute little bonus to elemental runes and giving them a 10% chance of hitting to counterbalance the 1/3 instead of 1/2 damage downgrade would be nice. But you would have to keep the special ability powers more in the realm of RP and not so damaging in combat.