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Old Aug 02, 2006, 01:40 AM // 01:40   #21
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How this should work:

if require is lets say... fire
The only non-changeable mods could be:
20% half recast fire
20% half cast fire
10% half recast all
10% half cast all

All of my spellcasters either use a green item or a collector 20/20 staff. a perfect 20/20 gold with 1 attribute would be worth too much to bother with.
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Old Aug 02, 2006, 02:05 AM // 02:05   #22
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Quote:
Originally Posted by 2ndName
That would be funny tho. Sundering Fellblade of Fortitude (Req 12 Hammer Mastery).
I would take thaty sword.

Hammer attacks with my sword! That'd ROCK!
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Old Aug 02, 2006, 02:23 AM // 02:23   #23
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Who says you can do hammer attacks with you sword if it requires hammer mastery, it only meets the requirement of the weapon, hammer mastery would not improve a swords damage, nor would you be able to use hammer skills with it.

Which is exactly the point, the mods should improve the attribute which the weapon requires, having improvements to skills other than the weapon or off hand requires guarentees that you are not getting thourough support for one of the attributes you are investing in.
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Old Aug 02, 2006, 02:39 AM // 02:39   #24
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This is my main staff. I built it from a collector's 20/20 Holy Staff I bought from someone in Piken when I was just a wee monk starting out. Since then I added the Insightful head and the staff wrapping was added just recently. Now adays it would cost around 45-50k to make this again, but the chances of this type of staff dropping are rediculously slim and a gold version would easily sell for a mint. Ironically the single attribute 20/20 Mods are much more elusive than the upgrades. This is something that really needs to be fixed. Finding a staff with mods and upgrades that effect 2-3 different magic types is just stupid.

One thing I do like about monk weapons is that almost all of them require DF.
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Old Aug 02, 2006, 03:53 AM // 03:53   #25
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I had this drop while unlocking all skills on all classes little while back.. had some of the best drops while cappin.. this one in the vizuna mission (I modded it- basically the best staff ever had considering there is no 10/10 with 20% enchant mod in collectors =]



also got a nice req 8 14 -5 gothic sword on another char and sup vigor.. the 20/20 I can say I've never had drop though- but then again this was the only 10/10 hct/hsr I've ever had drop too
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Old Aug 02, 2006, 05:07 AM // 05:07   #26
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Also fix the "bug" where monsters of one element, such as ICE imps, drop items that belong to completely different element, like a fire staff.
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Old Aug 02, 2006, 05:34 AM // 05:34   #27
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Imo, a better way to balance this out us by letting ALL wands and offhands that drop come with 2 mods by default.

Swords, axes etc, they can drop without damagemod. Like, they won't have the 15^50 line at all. Normally, those will be worthless. Casterweapons however, which have one mod of fire magic and another mod of spawning power... wtf?

They have 2 mods but in reality have only 1.

If all casterweapons dropped with both mods on them, (even if they are triple or quadruple profession) then the amount of worthy casterweapons would increase and the market for those weapons would open up.

Why? As it is now, afaik, the only casterweapons that are traded, are greens.
The only casterweapons that are used, are greens and collectors/crafters.

The most "ah crap" drops are zodiac staves/wands and straw effigies. You know you hate them
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Old Aug 02, 2006, 06:01 AM // 06:01   #28
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eh so what if the req isnt right, you wont get full damage from you wand...ohh noes...req really is completely unimportant for caster items except icons. Most of the wands I am not the right class to meet the req so I just bring an extra wand if I need the extra DPS for an archer or what not.
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Old Aug 02, 2006, 01:20 PM // 13:20   #29
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<sword with marksmanship req>
Quote:
Originally Posted by Vilaptca
I'll take four!
No shit, I'd love to have one of those for my ranger.
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Old Aug 02, 2006, 06:17 PM // 18:17   #30
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/signed

Yup, it is silly that pretty much all caster drops are inferior to crafter/trader items and greens. It makes special skins for these items pointless.

Gold and purple caster weapons should always drop with 2 mods, both related to the same attribute. Maybe 70% of the time they should be linked to the same attribute as the requirement, 20% of the time they should be linked to a different attribute as the requirement but in the same profession, and 10% of the time you get a wacky two-profession item.
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