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Old May 07, 2006, 01:14 PM // 13:14   #1
Frost Gate Guardian
 
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Join Date: Sep 2005
Location: The Netherlands
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Default Items +/- green and red arrows

In several games you have green and red arrows showing wether something has improved or is better (Like in Football Manager you can compare players and see the +/- between the two.)

The same would be nice if it was in GW, for equipable items.

Like when you mouse-over the item in your inventory it auto compares to the one equipped and shows the +/- with green/red arrow and the difference ofcourse.
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Old May 07, 2006, 02:14 PM // 14:14   #2
Krytan Explorer
 
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Join Date: Mar 2006
Guild: Jeepers Kreepers
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Can't work. Well it could but only on changes that you would notice anyway. Unless your going form a weapon or off hand that is not max to one that is then it wouldn't work. For weapons each has their max damage then you have maxed bonuses. I think its dmg+15% while health above 50% or while enchanted or in a stance and +20% for while hexed or vs hexed foes or while health is below 50%. The pont of the matter is that for the weapons that are +15% are under conditions where you are most likely going to do the +15% while for the +20% they are under conditions where your are less likely. They balance out so one is no better than the other, just different.

As for mods the change is obvious. A fortitude +30 is better then a +25 which is better than a +20. A sundering 20/20 is better then a 20/15 or 15/20 which is better than a 10/10. Now for comparing different mods, comparing a 5/-1 vampiric bow string to a 20/20 sundering bow string they are just different. It's all up to what best suites you and how you play your character. Me personally I go with Shocking (mursaat) Hornbow of defense.

I don't care for the sundering because they only happen 20% of the time for max while the hornbow gives a constant 10% AP at a cost of attacking .25 seconds slower. Most armors people use have extra protection against physical damage so my shocking bow string gives me elemental damage that ignores that extra armor (just like armor penetration). However if I go up against say an ele that has armor that protects against electricity then I can lay down winter and change my damage type to cold bypassing the extra armor. As for my +5 armor, I have found it to be equal to +30hp but cost much less. I've seen +30hp go for around 50k but I got my +5 armor vs everything for 5k. Against an enemy that does 30 damage then that +30 will save you for one more hit where the +5 amor drops the damage you recieve down to about 27. In the end for that enemy to kill you it will have to hit you one extra time just like when you had the +30hp. Now there are the +7 vs physical and elemental that are better than the +30 if dealing with the right damage type but then are weaker than the +30 when dealing with the wrong damage type.

So if an enemy doing 30 damage has to hit you ten times to kill you then with a +30 it will take an enemy 11 times.

The same goes for the +5. It reduces the damage you take so after you take ten hits you will still have something like 10 or 15 hps left. Not as good as the +30 but it still means recieving 11 hits to die instead of 10.

The +7 armor will turn that 11 into 12 but only against the right damage type. After 11 hits you'll be left with 5 or so hp which isn't much but it still requires getting hit one more time. 12 instead of 11. Against the wrong damage type is a different story. You will die after 10 hits as if you didn't have a mod at all.
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