lol forget scythe, show some love to the horrible horrible horrible weapon that is the trident, its like a crappy version of the spear that you need martial weapon prof for, even with the badass one that is available (and crazy hard to get) it still totally sucks compared to any other two handed weapon.
1d8 base dmg pierce only with 20x2 crit range, for a two handed martial weapon?? worst choice available.
What should the crit. mod. of a scythe be?
Re: What should the crit. mod. of a scythe be?
The truth is just an excuse for those with a lack of imagination.
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
Re: What should the crit. mod. of a scythe be?
Question is where to go with it:
HFlail: d10 19-20 crit x2 two dam types
Halberd: d10 20 crit x3 two dam types
Spear is very good anyway. I tend to think of trident as a lighter sarc.
HFlail: d10 19-20 crit x2 two dam types
Halberd: d10 20 crit x3 two dam types
Spear is very good anyway. I tend to think of trident as a lighter sarc.
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.
Re: What should the crit. mod. of a scythe be?
yeah it would be hard to justify giving it another dmg type i suppose, but maybe 1d12 base dmg pierce 19-20 x2, 3 prongs more liking to hit critical organs but less damage then a spear due to less penetration. kind of an alternative to greatsword, which is also horrible lol.
The truth is just an excuse for those with a lack of imagination.
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
Re: What should the crit. mod. of a scythe be?
shields are powerful in ns4.
you will get AC. dr. and some imm if you use a shield , and you can change DR type in battle easily!
2 same ftrs
A: Tower shield ,one hand weapon(rapier/longsword ..etc) 25%p+s 20/- p+s
B: THE WHITE SCY 0% 0/-[because A can change weapon in battle but B can't change his armor!]
if they fight with each other, who will win? In most cases the answer is A!
i think all two-hands weapon should be strengthened a bit.....
you will get AC. dr. and some imm if you use a shield , and you can change DR type in battle easily!
2 same ftrs
A: Tower shield ,one hand weapon(rapier/longsword ..etc) 25%p+s 20/- p+s
B: THE WHITE SCY 0% 0/-[because A can change weapon in battle but B can't change his armor!]
if they fight with each other, who will win? In most cases the answer is A!
i think all two-hands weapon should be strengthened a bit.....
Re: What should the crit. mod. of a scythe be?
Of those 2 fighters, if B hasn't also taken focuses in, say, morningstar, he deserves to be deletedcross0001 wrote:shields are powerful in ns4.
you will get AC. dr. and some imm if you use a shield , and you can change DR type in battle easily!
2 same ftrs
A: Tower shield ,one hand weapon(rapier/longsword ..etc) 25%p+s 20/- p+s
B: THE WHITE SCY 0% 0/-[because A can change weapon in battle but B can't change his armor!]
if they fight with each other, who will win? In most cases the answer is A!
i think all two-hands weapon should be strengthened a bit.....
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: What should the crit. mod. of a scythe be?
I for one think the crit multiplier on scythe is just fine where it is. I see the rationale possibly to change to 1 damage type; slash.
I would prefer to see the effort go into improving the depth of variety of named weapons available. Perhaps some that do not have an AB bonus but higher damage instead. Damage that scales higher with level as it was done for AB bonus (not the individual item, but the line of weapons: normal, enhanced, enchanted, etc). By adding would make the spell: greater magic weapon more valuable of a spell other than using to just power level a lowbie.
Example:
Melee weapons without AB bonus but increased damage:
Level 9: +2d6 damage, +1d6 elemental, massive crits 2d6, keen
Level 13: +2d8 damage, +1d8 elemental, massive crits 2d8, keen
Level 16: +2d10 damage, +1d10 elemental, massive crits 2d8, keen
Level 20: +2d10 damage, +2d6 elemental, massive crits 2d10, keen
Level 25: +2d12 damage, +2d8 elemental, massive crits 2d10, keen
Level 30: +2d12 damage, +1d8 damage, +2d10 elemental, massive crits 2d12, keen
Level 35: +2d12 damage, +2d8 damage, +2d6 elemental, +2d6 elemental, massive crits 2d12, keen
Level 40: +2d12 damage, +3d8 damage, +1d10 elemental, +1d10 elemetnal, +1d10 elemetnal, Massive crits 3d10, keen
To keep this from overpowering clerics: put a restrictuion on weapon so cleric builds are unable to use. Or any caster that is able to cast greater magic weapon. Spell to aid a party mate not the caster.
Give up the AB so lower chance to hit, but if do hit then deal more damage.
Or a line of named weapons with wounding on them: Wraith blades.
I would prefer to see the effort go into improving the depth of variety of named weapons available. Perhaps some that do not have an AB bonus but higher damage instead. Damage that scales higher with level as it was done for AB bonus (not the individual item, but the line of weapons: normal, enhanced, enchanted, etc). By adding would make the spell: greater magic weapon more valuable of a spell other than using to just power level a lowbie.
Example:
Melee weapons without AB bonus but increased damage:
Level 9: +2d6 damage, +1d6 elemental, massive crits 2d6, keen
Level 13: +2d8 damage, +1d8 elemental, massive crits 2d8, keen
Level 16: +2d10 damage, +1d10 elemental, massive crits 2d8, keen
Level 20: +2d10 damage, +2d6 elemental, massive crits 2d10, keen
Level 25: +2d12 damage, +2d8 elemental, massive crits 2d10, keen
Level 30: +2d12 damage, +1d8 damage, +2d10 elemental, massive crits 2d12, keen
Level 35: +2d12 damage, +2d8 damage, +2d6 elemental, +2d6 elemental, massive crits 2d12, keen
Level 40: +2d12 damage, +3d8 damage, +1d10 elemental, +1d10 elemetnal, +1d10 elemetnal, Massive crits 3d10, keen
To keep this from overpowering clerics: put a restrictuion on weapon so cleric builds are unable to use. Or any caster that is able to cast greater magic weapon. Spell to aid a party mate not the caster.
Give up the AB so lower chance to hit, but if do hit then deal more damage.
Or a line of named weapons with wounding on them: Wraith blades.
Murphy's Law:
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Re: What should the crit. mod. of a scythe be?
Capping AB would be a problem with pure fighters and CoTs not caring about that. Paladins too.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.