Weapon's Base Properties Modification (Melee)

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MetalDragon
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Weapon's Base Properties Modification (Melee)

Post by MetalDragon »

I've readed the wiki and i know already about the additions to the large weapons and two sided weapons, so this is mainly for the players to use different weapons and not just: Scythe, Rapier, Scimitar, Kamas, Kukri, which in are the most used weapons. So, this just "balances" the weapons of same size(Tiny/Small/Medium/Large) and proficiency(Simple/Martial/Exotic). It also improves some weapons which are currently useless because of their base properties.

This is just for melee weapons:

Code: Select all

Simple

Mace (B) 1d4 20*2 //Lowered the damage a little because it should do less damage than a martial weapon.
Sickle (S) 1d4 20*2 //Lowered the damage a little because it should do less damage than a martial weapon.
Club (B,S) 1d8 20*2 //Added Slashing, trying to balance it with the morningstar.


Martial

Handaxe (S) 1d6 19-20*2 // Tried to balance it with the others.
Light Hammer (B) 1d6 19-20*2 // Same as the handaxe.

Light Flail (B) 1d6 18-20*2 // Tired to make it even with the others.
Longsword (S) 1d6 18-20*2 //Same as light flail
Rapier (P) 1d6 18-20*2 //Same as light flail
Scimitar (S) 1d6 18-20*2 //Same as light flail

Greataxe (S) 2d6 20*3 // Just modified the damage roll.
Halberd (P) 2d6 20*3 // Removed the Slashing damage to balance it with the Great axe and heavy flail.
Heavy Flail (B) 2d6 20*3 // Balanced it with the other 2. 

Exotic

Whip (S,P) 2d4 19-20*2 // It was useless and worst than the small/martial, so i pimped it up.
Bast4rd Sword (B,S) 1d10 20*3 // It was useless and worst than the medium/martial, so i pimped it up.
Dwarven Waraxe (B,S) 1d10 20*3 // It was useless and worst than the medium/martial, so i pimped it up.
Katana (P,S) 1d10 18-20*2 // It was useless and worst than the medium/martial, so i pimped it up.

Dire Mace (B,P) 1d10/1d10 20*3 // Added damage type, modified the damage and critical roll.
Double Axe (S,P) 1d10/1d10 20*3 // Added damage type and modified the damage roll.
Two-Bladed Sword (B,S) 1d10/1d10 19-20*2 // Added damage type and modified the damage roll.
This is just my proposal, for my taste, martial should be better than simple and exotic better than martial. Also, the ones of the same size/proficiency should be similar so that there is not a preference for a weapon. Also, i dont think that it messes up the additions to the large weapons and double sided ones.

mining
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Re: Weapon's Base Properties Modification (Melee)

Post by mining »

In general we have pretty good weapon usage - I think unused would be:
Sickle (because no epic weaponry, unique caps at like +5), Club (good for shifters, there's a nice +7 one), light hammer (used to be bad, now the +7 one is pretty solid so it should be usable - and I have seen someone using it), Light Flail ( Caps at like +5 for unique weaponry (i.e. not just IA)), Crossbow (same as flail and sickle).

Great-X weapons tend not to be overused because halberd and heavy flail are pretty strong, but both weapons have good level 40 options and respectable damage and typing.

Other than that, the main things which I'm not entirely happy with is the whole "heavy armor" or "clothes" deal. Light armor probably needs tweaking, medium is probably OK.

Still, good feedback - I'd be interested in seeing your take on weapons when you get characters up to higher levels and with varying access to weapons - i.e. the Elysium Whip has more damage than any other 1h weapon and bonus damage: Piercing, but no massive criticals.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.

MetalDragon
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Posts: 13
Joined: Thu Jan 19, 2012 9:40 am

Re: Weapon's Base Properties Modification (Melee)

Post by MetalDragon »

I see. Guess that i've to level up and check out how it works at higher levels. :)

Lokey
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Re: Weapon's Base Properties Modification (Melee)

Post by Lokey »

I think the improvements we've made are to trident, hflail, dmace. Scythe changed to slash only. Ammo stacking increased.

With those and what type of object has what, things aren't too bad (i.e. players use like all of 3 different weaps lol).
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

Adventurer#1337
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Re: Weapon's Base Properties Modification (Melee)

Post by Adventurer#1337 »

Trident has a weird ab issue. Epic weapon focus applies, but weapon focus doesn't.
There is a lack of a solid +8 bludge weapon to kill the palemasters for the factions that have no access to paladin or shifter (forget elemental forms ab is too low). Tenser makes your quarterstaff +8 but do you get enough ab for 75-90 ac clerics/pm?

mining
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Re: Weapon's Base Properties Modification (Melee)

Post by mining »

Why do you need bludge for PMs?

Also, shifter's never been great at hitting on PMs - the best way to deal with summoners is to kill their summon (you should know how by now) or with spells, just like every other AC stacking build.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.

rhiokobayashi
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Re: Weapon's Base Properties Modification (Melee)

Post by rhiokobayashi »

i will try this if its easier for me to use this im just new here and just looking for some easier ways to play and looking for some info's/guidelines also..
I'm proud that I invented weapons like lone wolf for self defense.
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