Seven_of_69 wrote:DW_Ant wrote:Well instead of replacing the poison weapons, maybe we can make it more useful (like more poison damage and xp reward. Also you should become immune to poison sliths when you equip that thing).
Great idea! To extend that, maybe frozen weapons could make you immune to arctic sliths and energy weapons could make you immune to lightning sliths. Since each slith is respectively resistant to their own attack type, it'd be cool if our weapons of the same type would provide immunity from the corresponding slith.
I like the idea of combining quickfoot with force.
As for an immolation+10 weapon, it costs my vamp 10 WM no health to use it. My health stays at 1150. With a rage+10, there was a noticeable drop in health with every shot. What I meant by "balance" is that I had to balance a rage weapon with my vamp ability (and maybe a vamp weapon) to regain my health. Neither rage nor immolation is OP it's just that rage was more of a challenge (which I liked). I generally don't even use immolation whereas I used to use rage a lot.
Agreed with the elemental stuff. It's on my plate.
It seems weird to me that you guys would want the Rage behavior back. I break it down this way:
Vorpal: 4x+ more powerful (damage wise) than any other weapon type* + Vorpal advantage
Immolation/Rage: 4x+ more powerful (damage wise) than any other weapon type* - Health Loss [and with Rage, neither Vampirism nor Energy Leech work at all]
* Excluding Skaarjbane & Hunter weapons on their respective extra damage targets. And Piercing will always do more if monster level is high, but in a different way.
This doesn't make a whole lot of sense to me, since one weapon type is clearly "better" than the other.
Toning down the disadvantages associated with Rage were intended to make it a viable alternative to Vorpal weapons - It doesn't have the cool factor of the instant kill, and I've been unclear as to what I would want to do to improve it on that front, but otherwise they're much more comparable than they used to be.
I mean, I can bring the disadvantages back but it doesn't seem to make a whole lot of sense to me. I've said it before but I've been planning on building in some kind of toggle behavior for players in future versions (imminently). When that happens if you really want that back you will be able to choose and have that option available to you (even if it doesn't make any sense to me).
DW_Cheapshot wrote:I think what he means wail is not being able to triple the piercing any more.
Are you saying that a piercing 6 from a year ago and the current
piercing 6 have the same damage?
The emolation does not cause any damage to a weapons master if thats what you mean
because of vamp but still damages adrn masters.
Yeah, I'm aware. When I ran the numbers though it made complete sense to me why this was disabled in Druids.
At monster level 25 a Vorpal +10 SR is going to be doing about 200 damage per shot. Quite a bit.
At the same monster level, a Piercing +10 (old +6) SR is going to be doing about 130.
Just for reference, a Petrification +6 SR is going to be doing about 130 as well.
At monster level 250 a Vorpal +10 SR is going to do ~50 damage. A Petrification +6 will do about 30 damage.
At the same monster level, a Piercing +10 (old +6) SR is going to be doing about 130. That's already 260% the damage of a Vorpal weapon. Add double damage to that and it's 500% the damage a Vorpal is doing, ~766% the damage the Petrification weapon is going to do unmodified. In short, OMFGWTFBBQ.
So, to be honest, when Piercing is already doing 2-3x times the damage of all other weapons without factoring in additional damage boosts, I think it's appropriate that you can't boost it up any further. Now I would really like to have a way to allow Triple to apply when monster level is low and then scale them back as it rises. I think that is doable, but I will need to do some testing.