Further Evaluation of Pureblade and Axelord

by Daevos

Back to Common Grounds.

Sylphas2005-07-25 18:25:05
Wouldn't they end up with a decent advantage over Pureblade then?
Daevos2005-07-25 18:42:14
Not if Pureblade is led into a different direction. Already Pureblade has a advantage over Axelord since after the recent fix of the Amputates, Decapitate is much more useful. I still think Decapitate requires too much power, and the wound table needs revision though. The vast majority of it is critical, and yet you have to depend on luck to pull off the critical afflictions. It should be harder to reach the critical wound state, but easier to get easier critical afflictions once you do get someone that low.
Unknown2005-07-25 19:32:36
Oh, I didn't mean you were over-extending the issue when I told the others to complain or anything. I think it's a great idea that you're bringing it up when you see valid issues and the fact that others don't do it after tinkering with the skill prompted me to say "complain about it" or, as I translate it, let the coders know your gripes about it. Couldn't hurt and sometimes envoy reports can take awhile to come through with and have unnecessary waiting periods for small fixes.
Thorgal2005-07-27 12:05:38
Kickass reports lead to kickass reweaves, GO Daevos and Roark!

Greets from Greece by the way!
Malicia2005-07-27 12:33:16
QUOTE
Handaxes: I realized that I didn't explain my vision of this skill significantly, so let me rectify that. Handaxes should cost one iron and one wood to craft, and it must be done in a forging room. (*shock* Really?!  tongue.gif ) Any Axelord that has this skill would be able to do it even if they know nothing of the Forging skillset. Handaxes are expendable, they can not be recovered once thrown, but it is possible to for a Axelord to throw up to two axes at the same time, since it takes separate arm balances to throw them. And the axes would have a base damage of 1000 each that would be slightly modified by strength. It would also cost one power to throw a axe, and only be possible to use handaxes from range(out of the room of your target). No venoms can be placed on handaxes, and no wound damage would be dealt by them.


That could become costly as they wouldn't return to you and well, it's way off from using two-handed axes. I'm thinking that handaxes would be pretty fast. So why would anyone go two-handed? You'll see axelords hurling handaxes all over the place for 1000+ (base damage 1000) a hit, you say? Ouch.
Navaryn2005-07-27 13:38:33
QUOTE(Malicia @ Jul 27 2005, 07:33 AM)
That could become costly as they wouldn't return to you and well, it's way off from using two-handed axes. I'm thinking that handaxes would be pretty fast. So why would anyone go two-handed? You'll see axelords hurling handaxes all over the place for 1000+ (base damage 1000) a hit, you say? Ouch.
157582



I already asked him that question smile.gif. His reply :

QUOTE
Because handaxes only cause damage, making it slightly better than Aqua staff but more costly. It also can only be done at range, and doesn't go through shield. Also I just like the idea of Axelords being able to do more than just swing two handers. Handaxes would make them Axelords in truth as well as name.
Gwylifar2005-07-27 13:42:19
Seems to me that the idea of thrown weapons would be much better solved by making special ones for throwing that cost about the same comms, but when you make one, you get six for that many comms. Then you can make them literally throwaway. (Adjust the "six" value to get a good balance of cost to benefit so they're used but not overused.)

So you have normal daggers and then throwing knives which are balanced differently so it keeps them separate. Normal axes and then tomahawks. I suppose the bonecrushers would use, ummm, rocks... smile.gif
tsaephai2005-07-27 16:20:04
QUOTE(Thorgal @ Jul 24 2005, 01:34 PM)
On another note, armour needs to seriously stop completely negating wounds.

Without armour, I hit Terenas for 30 wounds, with armour, I hit him for 7 wounds..

blink.gif
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'tseems like armour would make wounds worse. well, some armours. cause if you think about it, it would be harder to damage the person, but if you do it with a blunt weapon, wouldn't it leave a dent in the armour where the wound is? and bladed weapons, the armour would kind of curl inward at a point if the blade had managed to get through.
Gwylifar2005-07-27 16:47:50
If you want to get to that level of detail, armor mostly changes cutting to blunt damage, thus preventing bleeding and infection, and would have greatly differing effects on different weapons -- the main reason most of the weapon types in the game were invented originally was to deal with changes in armor. Most pen & paper RPGs don't even try to address this -- I can only think of two that do so beyond a simple bonus/penalty that no one ever uses.
Unknown2005-07-27 17:28:04
Umm armour is pretty much not treated as armour at all, only as something that somehow reduces the damage you take. Otherwise, all a monk could do against a knight is break their knuckles and ankles on a punch against that trusty old fullplate, rapiers couldn't scratch them either. Same for any kind of magic that somehow implies contact to the body. And finally, how come armour still protects just the same after I hacked off limbs, tore up someone's guts and lungs and whatnot... do the herbs and salves somehow mend the armour I just hacked through?

So, let's not get into that topic, eh?
Ceres2005-07-27 20:03:58
Interestingly, actually, Estarra and Roark have said that armour is supposed to become less effective via armour status with use as it gets hit, and require repair.

I heartily approve of this, and am annoyed that it slipped past implementation in the first place.
Unknown2005-07-27 21:13:51
Well, I'm more talking about the effects for the moment. Once a Blademaster impaled someone, shouldn't the armour no longer protect the relevant body part? Seeing as they obviously penetrated the armour completely?

And I think the armour status thing works... to some extent.. though more pieces of armour seem to have increasing rather than decreasing status over time...