Weapon Damage Type & You

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

As many know, phyiscal weapons are seperate into Blunt, Slash and Pierce Damage types... But in the course of playing, it never really feel if they are any different. I think they should play a more important factor in the overall strategy considerations. So I suggest this.

First, to seperate the armor into Armor Types. I would say Soft(like nake body), Cloth, Hide/Leather, and Plate, where each will be weak to a certain weapon type. Might go something like:

Plate: Strong against Slash, Weak against Blunt (-XAL against such damage) and Pierce (X% of armor pentration from such damage).

Hide: Strong against Blunt, Weak against Pierce and Slash.

Cloth: Strong against Pierce, Weak against Slash. Okie with Blunt.

Soft: Okie with Blunt, weak against Slash and Pierce.

This of couse apply not just to Player's armor, but also to mobs as well.

With it, it make you think more of what weapon you want to use, more than just their skills. And in PvP, you might say something like "Oh, that warrior is wearing Plate, better let my hammer wielding team mate handle him while I slice up the mages with my axe"

note: Not all armor of profession would be of just one type. For warriors, Gladiator and Ascalon and Ring might be consider as Hide, and other as Plats. Also can help blance the other armor, like the Knight Armor, better, by giving it +X extra AL against Blunt damage type and such. Same goes for other profession, where can have some armor of elementalist be consider as plate type as well.

The extra/or reduction would be somewhat small.. maybe about 15 to 25% of the current normal damages. Small enough that one do not need to worry about, but for those who would "master" it, would give me a better edge.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Actually, it is in effect, it's just not very noticable. Take your favorite War out to ascalon, give him a sword and a 12 in Swordsmanship, and hit a Hulking Stone Elemental.

Now, do the same thing with a hammer.

But, I do wonder about the PvP aspect of this. Would be kinda funny to see what this would do to the meta game. Sword Wars for extra damage on the Monks!

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by VGJustice
Actually, it is in effect, it's just not very noticable. Take your favorite War out to ascalon, give him a sword and a 12 in Swordsmanship, and hit a Hulking Stone Elemental.

Now, do the same thing with a hammer.

But, I do wonder about the PvP aspect of this. Would be kinda funny to see what this would do to the meta game. Sword Wars for extra damage on the Monks!
I think it could be a bit more noticeble.. on mobs at least. But that would also require more mob mixing in the area... And as said in the critical attack thread.. more "stunning" visual effect so you feel like you are hitting them "in the right spot". Would make warrior almost want to put in more than one weapon masterys to take more advantage of it...

On Slashing the Monk to death thing... well... some of the Monk's armor can also be consider Hide or Plate as well.. making which make it an advantage to wear them.

In realted note... I think sword damge should be half pierce and half slash, while axe will still be full slash.
Can also add some protective runes, such as runes that would +X AL against Y type of damage.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

lets not turn this game into WC3 with these armor types being weak against certain weapon types

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

most armor would be hide or cloth meaning a sword, some axes, and maybe some arrows would be the best weapons

(glad armor is the most worn, and other classes would all be either cloth or hide)