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  #1  
Old January 24th, 2010, 06:31 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

Quote:
Originally Posted by Sombre View Post
I kinda like the idea of the wraithsword getting 2 attacks personally, making the most of the partial lifedrain.
hmmm.
Very problematic with Quickness.
getting 2 times partial lifedrain is one thing...but 4?

25 dgems,not touching the stats and 2 attacks could be ok...maybe.

Maybe giving the Hell sword 2 attacks?
You gotta tone the stats down a bit though,for this to work.
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  #2  
Old January 22nd, 2010, 10:43 PM

Tollund Tollund is offline
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Default Re: Magic Items under CBM

One could increase the defense values on those weapons so that they are closer to what you'd get with a shield. The shield still gives you the extra protection, secondary effects, and missile protection.
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  #3  
Old January 23rd, 2010, 10:31 AM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

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Originally Posted by Tollund View Post
One could increase the defense values on those weapons so that they are closer to what you'd get with a shield. The shield still gives you the extra protection, secondary effects, and missile protection.
Imo,i think its thematic to raise the damage output for most 2h weapons..
Its somewhat thematic to raise Attack values for some.
But raising defense,except by a low +1 or so, isnt thematic for most.
After all,it are heavy weapons damage-wise but more difficult to use.


Ideally,it should be that...
-1h weapon + shield should still be the top choice for defensive purposes
-2h weapons should be made a good choice in the future for raw offensive power and special tasks,like anti-sc,etc.

For that to work,2h weapons not only have to be a chance stat-wise vs 1h weapon+ shield,they also need to be somewhat balanced with dual wielding 1h weapons,like the Sword of Swiftness.

Also,it has to be considered that equipping 2 items means spending gems 2 times.
In the case of the Sword of Sw,this means that its more expensive most of the time(2*10 W gems).

Last edited by Mardagg; January 23rd, 2010 at 10:55 AM..
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  #4  
Old January 23rd, 2010, 10:51 AM

Sombre Sombre is offline
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Default Re: Magic Items under CBM

I think you could justify added def on some two handed weapons. Two handed swords for instance are pretty good defensively because of the way they can be gripped and used to parry. But something like a pike shouldn't add to def because in dom3 def is the ability to dodge and evade (see falling frost, trample, earthquake) rather than hold the enemy back.

I think the wraithsword would be better at 15D at D3. At 25D it has to be very powerful before you'd consider forging it. Something that would allow you to deal large amounts of damage to enemy thugs, or make you significantly harder to hit/damage.
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  #5  
Old January 23rd, 2010, 12:04 PM

rdonj rdonj is offline
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Default Re: Magic Items under CBM

Agreed with sombre on all counts. Most of the other two handed weapons are explicitly large and unwieldy, but most of the two handed swords could use a boost to defense. I don't know about some of those artifacts though, for example the stone sword already has 7!

Quote:
Originally Posted by Mardagg View Post
Imagine a 2h weapon(implemantator axe?) doing like 26 damage,but with #nostr ,so that strength isnt added.Might be useful for low str thugs.
Sounds kind of like the gate cleaver's younger and wimpier cousin.
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  #6  
Old January 23rd, 2010, 12:48 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

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Originally Posted by rdonj View Post

Sounds kind of like the gate cleaver's younger and wimpier cousin.
Yeah,it was just the basic idea.Quite some fine tunining would still be needed.
But,lets say we make it at least 30 damage nostr,you then get the fear and the pillage bonus in addition.
Now if you do some slight alterings for the Att/def (thats the weak spot of the gate cleaver btw) it could get its niche/fun uses i would think.
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  #7  
Old January 23rd, 2010, 01:20 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

I agree with Mardagg's latest suggestions. Using the noStr tag could create some interesting weapons.

For another idea, what if we made the fire bola fill a misc slot instead of a weapon slot.
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  #8  
Old January 23rd, 2010, 01:26 PM

Sombre Sombre is offline
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Default Re: Magic Items under CBM

I think fire bola on misc is a pretty interesting idea. I don't know if that would make it more usable, but it does make sense. Though then you could get a guy firing a bow and throwing fire bolas on the same turn, which would be slightly odd.

Using nostr on some weapons to make them a bit different seems reasonable. I also think there's room for more weapons to have the effect which creates soulless from stuff it kills - it isn't very powerful but it's pretty cool. Imagine if all baneblade weapons did that, for instance.
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  #9  
Old January 23rd, 2010, 01:50 PM
Squirrelloid Squirrelloid is offline
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Default Re: Magic Items under CBM

I'd support no-str for some weapons, but not an axe. Using an axe is all about strength - i can't imagine how you'd use one without strength mattering.

nostr would be good for some swords though (probably one-handed...).
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  #10  
Old January 23rd, 2010, 03:19 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

I agree with you in general,squirr,but on the implementator axe it seems fitting.
imagine a huge magic axe(maybe possessed by some kind of evil demon), doing all the combat damage and pillaging independent of its owner and as such causing fear in the hearts of all people

Last edited by Mardagg; January 23rd, 2010 at 03:28 PM..
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