max weapons

zamial

zamial

Site Contributor

Join Date: Apr 2006

Usa

TKC

N/

here is an idea:how about better weapons for all classes with a max req 16???this would allow a player to be slightly more powerful in a specific class/skill.i.e. avatar sword(req 16 swordsmanship) 11-22 dam
+25%dam always
+30 health
+ lengthens bleeding 25%

just a thought.........................

added:i would like clear up the idea,i was thinking about weapons/off hands for all the classes not just 1 class.the above is an example only. and i appreciate the responces,ty.

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

unbalanced for casters

something like

Fire Wand
11-22 (req 16 fire)
20% for fast recharge with all skills, 40% fast for fire
+5 energy while enchanted
(this being a perfect fire wand)

Flame Artifact
+12 energy (Req. 16 fire)
40/40 fire

too powerful IMO especially for monks. i kinda really want it, but i think it would make it unbalanced a bit.

lishi

Forge Runner

Join Date: Jul 2005

the game are balaced in this way adding something like that will mean rework a lot of skill and game mechanism

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

This would completely unbalance the game.

Besides, higher weapon mastery with warriors/rangers increases damage with said weapons.

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

It wouldn't unbalance the game at all as long as it was kept balanced between the different classes. If you have weapons for tanks that allow them to deal large amounts of physical damge but must max out their attribute in that weapon then there would be equivale weapons for magic users to allow them to deal large amounts of elemental damage but must max out their attribute in that element. Since the enemies use the same weapons, shields and off hands as the players do then where is the imbalance? It only causes an imbalance if you implament a change to one part and leave the rest out.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

I often run 15 air magic in favor of having more points in inspiration. I don't feel like I should be penalized that much for choosing to run my build as I see fit.
Also, requirements for items only effects the damage it does. With lvl 15 air magic, I could still equpi a req 16 air wand and still get the 40/40 or whatever recharge and just not be able to do the 13-23 damage or whatever with the staff. Not at all balanced or thought out.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Having 16 in an attribute is its own reward.

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

Then why is it that when you have an off hand that provides additional energy you don't get it untill you meet the requirements? You get the initial energy but not the bounus energy unless you meet the requirements. I discovered this with my 55hp monk when I didn't get the bonus energy from the necro offhand (just the penalty) while my hp was full untill I switched my secondary to necro and met the requirement. Same goes for bonus stuff on weapons and shields. I tested this with my 55hp using a wand that halfs recharge time of protection spells. No matter how many time I cast protection spells they wouldn't recharge twice as fast untill I put the 1 point into protection prayers to meet the requirement. The requirement also has an impact on the damage the weapon can provide. For example you and a guildie are both warriors in presearing and dont have secondarys yet. You both find normal (white item) bows that do the same damage and you are both the same level with the same skills but your bow requires 2 in marksmanship while your guildie's bow has no requirement. You won't be able to do as much damage as your guild mate unless you met the requirement. Prefix and sufix mods (sundering/.../of Defense), from what I've seen, occure regardless if you meet the requirement or not and the (white letter) energy you get from staves as well.