Do weapon mods need re-balancing?
lord_shar
It seems that the only weapon damage mod worth using is 15>50 since the bonus damage requirement is so easy to maintain. While-hexed and <50% life get 20% maximum damage but are still relatively unpopular. Should vs. hexed mods and while-enchanted enjoy higher maximum bonus damage numbers to keep them on-par with 15>50? Perhaps somewhere in the 18% to 20% bonus range?
Arcador
While hexed for armours and stuff is a little higher than the standard. (like 15 from the usual 10). If you say so - then the weapon dmg might actually see some boost.
p.s. I also think A dagger zealous mod need -2 regen.
p.s. I also think A dagger zealous mod need -2 regen.
Arkantos
Quote:
Originally Posted by Arcador
p.s. I also think A dagger zealous mod need -2 regen.
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Fender
Furious and mastery mods could use a boost. They are both currently next to useless.
Nexus Icon
I see someone else doesn't use +15% / -5 energy weapons.
Why is this? Why do people favour 15>50 over 15-5e?
ESPECIALLY warriors?!?
Christ, if you're THAT worried about energy, make it zealous :E
Personally I like my weapons to be Elemental, +15-5e, +5 armour weapons.
"Oooo, it's not Zealous! It's not got +30hp!" I hear you say.
Guess what: it's cheaper and generally more effective...
Why is this? Why do people favour 15>50 over 15-5e?
ESPECIALLY warriors?!?
Christ, if you're THAT worried about energy, make it zealous :E
Personally I like my weapons to be Elemental, +15-5e, +5 armour weapons.
"Oooo, it's not Zealous! It's not got +30hp!" I hear you say.
Guess what: it's cheaper and generally more effective...