Elemental runes.

by Thorgal

Back to Ideas.

Thorgal2005-04-22 01:38:54
I'm fine with the runes as they are myself, but when a lot of people complain, changes are made anyway, so to balance artifact weapons, I suggest these changes to magic elemental runes.

Great Runes - Damage Type Mods

Freezing Heart -- Cold Damage 350 credits - special: chill
Elemental Fires -- Fire Damage 350 credits - special: ablaze
Jagged Lightning - Electrical Damage 350 credits - special: epilepsy
Serpent's Kiss --- Poison Damage 350 credits - special: random venom
Arcane Soldier -- Magic Damage 350 credits - special: 50% damage conversion

NOTE: Damage type modifier runes will change _25%_ the damage type of that weapon to the indicated damage. The other 75% will be normal. One rune of this type per weapon only. Everytime the weapon strikes its target, there will be a 25% chance of a hidden special effect.
Elryn2005-04-22 02:00:50
Just to clarify, this would mean that a fully artifacted knight could, if he was lucky, cause large quantities of damage, stun, afflict with a venom, and deliver another affliction which is hidden?

All in one strike?
Thorgal2005-04-22 02:02:52
Well, he would cause a significantly smaller amount of damage than before, and I thought the high amount of damage was the problem, since curing afflictions in Lusternia really isn't rocket-science.
Unknown2005-04-22 02:05:10
when elemental poofing is fixed, with trans magic and resistance and draconis. Knights will elemental runes will only hit me for 900 or less
Thorgal2005-04-22 02:06:55
Resistance, magic or draconis doesn't effect elemental runes, Shiro...unless the knight picked the magic runes, which would be a first.
Unknown2005-04-22 02:07:59
damn.. they need to be changed!
Elryn2005-04-22 02:10:46
I think its a good attempt at a solution, but I don't believe the answer is to give knights even more afflicting power WHILE they are dealing damage. They already have wounds and associated afflictions of the body, in addition to stun, blackout, etc and random venoms.

What about just giving proofs more effectiveness, or more abilities that block elemental damage?

Edit: Alternatively, keep the special abilities on the weapons but make it so the knight must point it at the target to afflict, taking equilibrium.
Shiri2005-04-22 02:17:00
Elryn, if you could ever survive more than one combo from Ixion/Daevos, say, you'd notice that all their afflictions are highly pathetic. That's as much as problem as the ridiculous damage outputs, so Thorgal's on a good start. (Blademasters, anyway. Bonecrusher afflictions are a lot better. God I hate stun.)

That said, an extra charybdon is a bit overkill.
Unknown2005-04-22 02:17:18
I'm a knight and I want to kill by pure damage.. not some elemental magic.
Athana2005-04-22 02:19:41
QUOTE(Guardian_Shiro @ Apr 22 2005, 02:05 AM)
when elemental poofing is fixed, with trans magic and resistance and draconis. Knights will elemental runes will only hit me for 900 or less
104603



did you mean proofing? and if so I thought it was fixed blink.gif
Elryn2005-04-22 02:22:37
QUOTE(Shiri @ Apr 22 2005, 12:17 PM)
Elryn, if you could ever survive more than one combo from Ixion/Daevos, say, you'd notice that all their afflictions are highly pathetic. That's as much as problem as the ridiculous damage outputs, so Thorgal's on a good start. (Blademasters, anyway. Bonecrusher afflictions are a lot better. God I hate stun.)
104607


Ah, ok. And I -do- sometimes survive one combo, just not two. I've just noticed that most of the time I am attacked by a knight one of their venoms hit along with stun, so it can't be immediately cured. But maybe I haven't fought long enough to see the chance of that happening is small.

My problem has never been with great runes themselves, just the overall damage a Faeling must survive.
Shiri2005-04-22 02:26:16
Proofing isn't fixed, it was an April Fool's Day joke. >_< >_< >_<

And. Heh, okay, the stun is bad, yes. But if you fight a blademaster, and survive the two combos, their afflictions are pathetic if you can do the basic cures. (Mostly sanguine, marjoram etc.)
Narsrim2005-04-22 03:45:46
QUOTE(Thorgal @ Apr 21 2005, 09:38 PM)
I'm fine with the runes as they are myself, but when a lot of people complain, changes are made anyway, so to balance artifact weapons, I suggest these changes to magic elemental runes.

Great Runes - Damage Type Mods

Freezing Heart  --  Cold Damage        350 credits  -  special: chill
Elemental Fires  --  Fire Damage        350 credits  -  special: ablaze
Jagged Lightning -  Electrical Damage  350 credits  -  special: epilepsy
Serpent's Kiss  ---  Poison Damage      350 credits  -  special: random venom
Arcane Soldier  --  Magic Damage      350 credits  -  special: 50% damage conversion

NOTE: Damage type modifier runes will change _25%_ the damage type of that weapon to the indicated damage. The other 75% will be normal. One rune of this type per weapon only. Everytime the weapon strikes its target, there will be a 25% chance of a hidden special effect.
104592



Hmm. Would the hidden special effect count as a venom that could be shrugged with Resilience?
Thorgal2005-04-22 03:52:57
Hell no, resilience is already overpowered on the shrugging. Resilience shouldn't shrug venoms at all in my opinion, since they already only have 50% success rate. It's got a 33% chance of shrugging (NOT less), added to the 50%, there ain't much chance of venom left.
Narsrim2005-04-22 03:58:24
QUOTE(Thorgal @ Apr 21 2005, 11:52 PM)
Hell no, resilience is already overpowered on the shrugging. Resilience shouldn't shrug venoms at all in my opinion, since they already only have 50% success rate. It's got a 33% chance of shrugging (NOT less), added to the 50%, there ain't much chance of venom left.
104648



This is really a dead argument. In Lusternia, knights were meant to be power houses who possess uber damage and wounds. Afflictions that go with such are meant to be icing on the cake - not the primary means to take someone down.

The problem is that large damage got out of hand when 50% of it instantly became unblockable.
Thorgal2005-04-22 03:59:15
Then why on earth are we complaining about their damage?
Narsrim2005-04-22 04:00:03
QUOTE(Thorgal @ Apr 21 2005, 11:59 PM)
Then why on earth are we complaining about their damage?
104652



At some point, "power house" damage goes too far. For example, being able to kill a good 75% of the general population in one attack is just wrong. This stems from elemental runes, primary because defensive spells that reduce physical damage, etc... don't do a damn thing.

And bear in mind, we have to consider wounds. Murphy does like 50% wounds damage to me in one crush. Two crushes and a combo to the legs and I suddenly have mangled limbs... on top of his massive damage.
Alger2005-04-22 04:02:22
why the hell did they invent rapiers then
Thorgal2005-04-22 04:13:19
So you don't want them to give any afflictions, but you also don't want them to do enough damage to kill you?
Narsrim2005-04-22 04:18:38
QUOTE(Alger @ Apr 22 2005, 12:02 AM)
why the hell did they invent rapiers then
104656



I think people need to get over this whole speed knight garbage. They are inferior to strong hitting, heavy damaging bonecrushers. This was intentional - Roark has already said so (or eluded to the fact) in several posts.

Why do you people, knowing that rapiers < other weapons still go with them... and then complain.