Daganev2009-06-07 14:45:58
QUOTE (Tekora @ Jun 7 2009, 06:03 AM) <{POST_SNAPBACK}>
Annoying seeing all the warrior players try and preserve their monopoly on Forging, so I'll just put it out there and remind everyone that Monks are the only class that do not currently have a class tradeskill, and are the only class that currently depend on someone else to create the weapon/implement that provides them with the ability to use their main skillset. So yes, I support giving Forging to Monks, with or without the armor upgrade.
Nobody cares if monks get forging, we just care if they get a buffed up Defense
Shaddus2009-06-07 15:02:35
QUOTE (daganev @ Jun 7 2009, 09:45 AM) <{POST_SNAPBACK}>
Nobody cares if monks get forging, we just care if they get a buffed up Defense
I think monks should be able to have brewmeistery. Yep yep.
Unknown2009-06-07 15:05:57
QUOTE (Shaddus Mes'ard @ Jun 7 2009, 11:02 AM) <{POST_SNAPBACK}>
I think monks should be able to have brewmeistery. Yep yep.
They could then get the drunken monkey fighting style.
Shaddus2009-06-07 15:24:35
QUOTE (Deschain @ Jun 7 2009, 10:05 AM) <{POST_SNAPBACK}>
They could then get the drunken monkey fighting style.
KATA + TOTEMS + BREWMEISTERY = WIN.
Unknown2009-06-07 16:28:47
QUOTE (Xavius @ Jun 7 2009, 02:02 AM) <{POST_SNAPBACK}>
Maybe if we could buy runes of elemental resist, wound reduction, and improved clot, unartied warriors could be buffed to a level closer to their artied counterparts.
I'd like to point you to the Rune of Absorption and the Rune of Shielding. (Not to mention the other half dozen ways a warrior's attacks are foiled!) And, what other archetype is spending over 3,000 credits on weapon (or equivalent) upgrades?
I use damage flails, and I have used them for quite a while. I use them mostly to be different from the 100 other bonecrushers all using hammers, and I really would like to see them be more effective in a fight. I'm actually very disappointed in the effect all the runes have, as they seem to only boost my wounds/damage by a few points.
Dakkhan2009-06-07 17:00:23
QUOTE (daganev @ Jun 7 2009, 10:45 AM) <{POST_SNAPBACK}>
Nobody cares if monks get forging, we just care if they get a buffed up Defense
Exactly. If Monks get forging, they'll get masterarmor. The only reasonable fix for that is if there's a spec for monk forging and warrior forging seperately.
Desitrus2009-06-07 17:29:58
Before any of you get too far ahead of yourselves, remember that 90% of what you're saying has nothing to do with the forging skillset being fixed to not take 100 hours to push out one usable weapon.
Daganev2009-06-07 18:01:33
QUOTE (daganev @ Jun 6 2009, 11:10 PM) <{POST_SNAPBACK}>
I would like to suggest a small comitee, (i.e. people who are in the know, and are fair etc.) to come up with some basic stats for each weapon, and have each weapon stuck at that stat. Further, after that is done, formulas can be adjusted.
Here is my initial propsoal:
Speed (hammer,rapier, etc)
60/110/280 - Normal miss rate/ Normal Parry rate
Damage (flail, etc)
180/130/180 10% less chance to miss / 2% chance to avoid parry
Wounding (mornigstar,scimitar etc)
100/235/180 2% less chance to miss / 10% chance to avoid parry
Allaround (Mace, longsword etc)
110/140/200 5% less chance to miss/ 5% chance to avoid parry
Lets discuss balancing these numbers, then making forging give fixed stats per weapon, and then think of other things for the forging mallet.
Here is my initial propsoal:
Speed (hammer,rapier, etc)
60/110/280 - Normal miss rate/ Normal Parry rate
Damage (flail, etc)
180/130/180 10% less chance to miss / 2% chance to avoid parry
Wounding (mornigstar,scimitar etc)
100/235/180 2% less chance to miss / 10% chance to avoid parry
Allaround (Mace, longsword etc)
110/140/200 5% less chance to miss/ 5% chance to avoid parry
Lets discuss balancing these numbers, then making forging give fixed stats per weapon, and then think of other things for the forging mallet.
Why does nobody want to discuss this? Are these numbers perfect?
Desitrus2009-06-07 18:10:12
QUOTE (daganev @ Jun 7 2009, 01:01 PM) <{POST_SNAPBACK}>
Why does nobody want to discuss this? Are these numbers perfect?
As far as the scope of my project that has nothing to do with it. That's a large balance change rather than what was set out to be done, which is fix the forging mechanic to not take 100 hours. People are treating this like tacking riders onto bills in legislature. Yes, a lot of these are valid issues, no they don't have anything to do with forging's main problem.
Daganev2009-06-07 18:15:36
QUOTE (Desitrus @ Jun 7 2009, 11:10 AM) <{POST_SNAPBACK}>
As far as the scope of my project that has nothing to do with it. That's a large balance change rather than what was set out to be done, which is fix the forging mechanic to not take 100 hours. People are treating this like tacking riders onto bills in legislature. Yes, a lot of these are valid issues, no they don't have anything to do with forging's main problem.
Umm what?
I am suggesting fixed numbers for each weapon type. How is that not addressing the problem? Maybe you can explain which part of what I am suggesting is not applied to "fix the forging mechanic"?
My whole point is , create some set numbers for forging, and then later you can play around with balancing formulas if its ever needed.
Isuka2009-06-07 18:21:35
QUOTE (daganev @ Jun 7 2009, 11:15 AM) <{POST_SNAPBACK}>
Umm what?
I am suggesting fixed numbers for each weapon type. How is that not addressing the problem? Maybe you can explain which part of what I am suggesting is not applied to "fix the forging mechanic"?
My whole point is , create some set numbers for forging, and then later you can play around with balancing formulas if its ever needed.
I am suggesting fixed numbers for each weapon type. How is that not addressing the problem? Maybe you can explain which part of what I am suggesting is not applied to "fix the forging mechanic"?
My whole point is , create some set numbers for forging, and then later you can play around with balancing formulas if its ever needed.
I think the problem is that Estarra already bluntly said that she was not interested in weapons having fixed stats, and thus it is out of the picture at the moment.
We're going to get a patchwork "solution", from what I can see. I'm absolutely positive we'll end up with what Estarra first suggested, which is having us spend two steel for a stat point.
Daganev2009-06-07 18:30:34
QUOTE (Isuka @ Jun 7 2009, 11:21 AM) <{POST_SNAPBACK}>
I think the problem is that Estarra already bluntly said that she was not interested in weapons having fixed stats, and thus it is out of the picture at the moment.
We're going to get a patchwork "solution", from what I can see. I'm absolutely positive we'll end up with what Estarra first suggested, which is having us spend two steel for a stat point.
We're going to get a patchwork "solution", from what I can see. I'm absolutely positive we'll end up with what Estarra first suggested, which is having us spend two steel for a stat point.
What Estarra bluntly said, is that not "all weapons" should be the same. She then later recanted what she said, and wrote "I stand corrected."
I got a very strong sense of people talking "passed eachother" when I read the parts where Estarra was responding to various non forging related issues.
Isuka2009-06-07 18:33:18
QUOTE (Estarra @ Jun 6 2009, 11:06 AM) <{POST_SNAPBACK}>
Hrm, this is giving me a headache and making me remember why we haven't touched forging.
Okay, I'm going to make the executive decision and say we are NOT going to let all weapons have base stats. Rather, forgers would be allowed to temper the numbers however they want. Let's work from there.
Okay, I'm going to make the executive decision and say we are NOT going to let all weapons have base stats. Rather, forgers would be allowed to temper the numbers however they want. Let's work from there.
This is what I was speaking of.
Tervic2009-06-07 18:39:10
Desitrus, the point I think Daganev is trying to make is that forgers hate the random. Is there a list of lines that absolutely will not change? I think with a little bit more structure, we can hash out ideas within the framework of what Estarra is trying to accomplish rather than this very meandering 'fix forging' type thinking.
That said, I will operate under the following assumptions until told otherwise:
-Stats are not being touched.
-How stats work are not being touched.
-Fixed stats are out.
-The random is staying.
-Uptempering comes highly reccomended.
Now, the big problem I see with that above list is the last point: Warriors and monks are the only two classes in the game with variable weapons. Bards, Mages, Guardians, and Wiccans all have 'summonable' weapons that are exactly uniform in design and function within a single guild. Until something similar is done for forging, people will continue to forge for extremes, and continue to burn 100+ hours seeking the 'perfect' weapon according to the current paradigm.
If, however, the system of diminishing returns were put in (so that each consecutive stat point meant progressively less as you exceed a certain threshold), I predict that people would feel less obligated to forge for absolute perfection when at the top end of the forging, +/-5 statpoints becomes so negligible that it's 'good enough for government work'.
In a similar vein, I predict that messing with the stat caps is just going to make everyone very very angry. However, I believe that the stat floor could stand to be raised, so as to reduce the deviation from 'good enough'. This could be accomplished by merely requiring fewer whacks of the mallet to finish a weapon, thus raising the floor for weapon stats and reducing time per weapon in one go.
Regarding monk weapons, since those use a completely different mechanic for forging, I would like to see it easier to get the wider deviations that people ask for (eg. 215 speed). At current, this requires every single blow (or nearly enough) of the mallet to land on the desired stat. Perhaps if the mechanic were changed to FORGE FOR, and that stat were assigned a random value from base-maxdev to base+maxdev. I think this would give a more even distribution, thus enabling forgers to actually make the requested and possible weapons while still keeping forging within Estarra's vision for it.
I also think that uptempering should be free, so long as it comes at the cost of another stat on the weapon, thus preserving that weapon's total stat. Example syntax would be TEMPER WEAPON FOR SPEED AGAINST DAMAGE to reduce damage by one point and raise speed by one point. Perhaps weapons could only be tempered in this fashion so many times, and the artifact mallet could increase this number. It would give artifact mallet users some additional benefit while not completely locking out those without it. If the forger wants to continue uptempering, then yes, I would say that you could require commodities, but for the love of pants give us a few free uptemperings.
That said, I will operate under the following assumptions until told otherwise:
-Stats are not being touched.
-How stats work are not being touched.
-Fixed stats are out.
-The random is staying.
-Uptempering comes highly reccomended.
Now, the big problem I see with that above list is the last point: Warriors and monks are the only two classes in the game with variable weapons. Bards, Mages, Guardians, and Wiccans all have 'summonable' weapons that are exactly uniform in design and function within a single guild. Until something similar is done for forging, people will continue to forge for extremes, and continue to burn 100+ hours seeking the 'perfect' weapon according to the current paradigm.
If, however, the system of diminishing returns were put in (so that each consecutive stat point meant progressively less as you exceed a certain threshold), I predict that people would feel less obligated to forge for absolute perfection when at the top end of the forging, +/-5 statpoints becomes so negligible that it's 'good enough for government work'.
In a similar vein, I predict that messing with the stat caps is just going to make everyone very very angry. However, I believe that the stat floor could stand to be raised, so as to reduce the deviation from 'good enough'. This could be accomplished by merely requiring fewer whacks of the mallet to finish a weapon, thus raising the floor for weapon stats and reducing time per weapon in one go.
Regarding monk weapons, since those use a completely different mechanic for forging, I would like to see it easier to get the wider deviations that people ask for (eg. 215 speed). At current, this requires every single blow (or nearly enough) of the mallet to land on the desired stat. Perhaps if the mechanic were changed to FORGE FOR
I also think that uptempering should be free, so long as it comes at the cost of another stat on the weapon, thus preserving that weapon's total stat. Example syntax would be TEMPER WEAPON FOR SPEED AGAINST DAMAGE to reduce damage by one point and raise speed by one point. Perhaps weapons could only be tempered in this fashion so many times, and the artifact mallet could increase this number. It would give artifact mallet users some additional benefit while not completely locking out those without it. If the forger wants to continue uptempering, then yes, I would say that you could require commodities, but for the love of pants give us a few free uptemperings.
Isuka2009-06-07 18:45:23
QUOTE (Tervic @ Jun 7 2009, 11:39 AM) <{POST_SNAPBACK}>
I also think that uptempering should be free, so long as it comes at the cost of another stat on the weapon, thus preserving that weapon's total stat. Example syntax would be TEMPER WEAPON FOR SPEED AGAINST DAMAGE to reduce damage by one point and raise speed by one point. Perhaps weapons could only be tempered in this fashion so many times, and the artifact mallet could increase this number. It would give artifact mallet users some additional benefit while not completely locking out those without it. If the forger wants to continue uptempering, then yes, I would say that you could require commodities, but for the love of pants give us a few free uptemperings.
The problem with this is that it will still require you to forge for 100 hours to get the perfect -starting- weapon from which to begin tempering, unless the randomness of the starting weapon is removed entirely.
Daganev2009-06-07 18:51:18
Let me try reposting this:
Forging mechanic will work exactly the way it did before. However, the difference is that when a weapon is done being forged, it will have the following statistics no matter what. Skills, and runes and abilities may later alter the stats of each weapon:
Forging mechanic will work exactly the way it did before. However, the difference is that when a weapon is done being forged, it will have the following statistics no matter what. Skills, and runes and abilities may later alter the stats of each weapon:
CODE
Weapon Types
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
Daganev2009-06-07 18:56:47
QUOTE (Isuka @ Jun 7 2009, 11:33 AM) <{POST_SNAPBACK}>
This is what I was speaking of.
Yes, but the context of the conversation was "rebalance knight formulas!" instead of "fix forging!"
Isuka2009-06-07 19:02:23
QUOTE (daganev @ Jun 7 2009, 11:51 AM) <{POST_SNAPBACK}>
Let me try reposting this:
Forging mechanic will work exactly the way it did before. However, the difference is that when a weapon is done being forged, it will have the following statistics no matter what. Skills, and runes and abilities may later alther the stats of each weapon:
Forging mechanic will work exactly the way it did before. However, the difference is that when a weapon is done being forged, it will have the following statistics no matter what. Skills, and runes and abilities may later alther the stats of each weapon:
CODE
Weapon Types
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
I am all for this idea. It makes sense to me.
Desitrus2009-06-07 19:15:33
Because that destroys the flexibility and the market rate of forging. The proposal (that's already done) will allow people to customize the stats they want, emphasize the ability to use non-all-metal designs, and not cost 200 steel per weapon to adjust. It also provides a large boost to artifact mallets.
Do you really, REALLY think that after spending what I can only guess is more hours forging than anyone in this bloody game that I'd half-ass a solution to it? Give me a break.
Do you really, REALLY think that after spending what I can only guess is more hours forging than anyone in this bloody game that I'd half-ass a solution to it? Give me a break.
Daganev2009-06-07 19:33:45
QUOTE (Desitrus @ Jun 7 2009, 12:15 PM) <{POST_SNAPBACK}>
Because that destroys the flexibility and the market rate of forging. The proposal (that's already done) will allow people to customize the stats they want, emphasize the ability to use non-all-metal designs, and not cost 200 steel per weapon to adjust. It also provides a large boost to artifact mallets.
Do you really, REALLY think that after spending what I can only guess is more hours forging than anyone in this bloody game that I'd half-ass a solution to it? Give me a break.
Do you really, REALLY think that after spending what I can only guess is more hours forging than anyone in this bloody game that I'd half-ass a solution to it? Give me a break.
What flexibility? there is always going to be 1 "best option" for stats. And if there are multiple "best options" then those would be reflected in the weapon type that is made. Also, how customizable are the tertiary weapons going to be? daggers/chopping axes etc. And is the boost to the mallet going to be so large that it will be required by every forger?
Since we have no idea what your "already done proposal" is, it's hard to say if its a good fix for everyone or not.
Also, what does your "allready done" proposal suggest for all the currently "useless" items in forging?