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Old Mar 27, 2006, 06:35 PM // 18:35   #1
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Default Weapons, Mods, and Inherited Properties

I am sure many, like me, are very excited to see all those new weapons in the Event. They look SEXY! However, when looking at its stats, it look very "lacking". Its much of the same. So here are something I want to see in regarding to weapons.

- More Mods
This has been talk about in lots threads. More mod types will give more diversity and allow player to better get the weapon that is right for their build. (you can see several good examples and suggestions on mod in the other thread)

- Condition Specific Mods
But also increase some of the more specific req of mods so they are just more than 15%. Make it more powerful, but also more strict requriement.
Have things like: +25% more damage toward bleeding enemy,
or +20 armor pentration to enemy with less energy than you...

Also have more powerful weapons, but with more counter weight attach. Such as:
+30% armor pentration but -5 energy
+50% more damabe, but reduce attack speed by 25%
+4 damage per attack, but have 20% chance to miss.


- Inheritance Mod:
Those would be mods, or certain properties, that is closely tie and associated with certain weapons. So all of the Giant Slayer Hammer will get a +X bonus against giants, or Oni sword get +X against oni. But more than that, so something like say the Katana will all have a +(5...15)% faster attack speed thing on them, all crystline sword have a +(1...3) energy on them, all Amber Bow do fire damage, and so on.

This make each differnt weapon differ more than just the skin, but also some inheritant value of differents.

Note: I am using the term "mods" in a board way. I am putting both "the salvagble mod compoents" and "none salvages ones" all in one same group. That means some of the suggested mods can not be slavage as a upgarde compent, but just its properties.
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Old Mar 27, 2006, 10:29 PM // 22:29   #2
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There is already a 33% more damage 67% slower attack speed mod on a collectors item, so I dont think its going to get much better.

And 25% against a bleeding enemy just makes sever artery awesome. I think the max should be 15% for something that benifits you. I would agree with 25% while YOU are bleeding though.
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Old Mar 27, 2006, 11:46 PM // 23:46   #3
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Quote:
Originally Posted by Mandy Memory
There is already a 33% more damage 67% slower attack speed mod on a collectors item, so I dont think its going to get much better.

And 25% against a bleeding enemy just makes sever artery awesome. I think the max should be 15% for something that benifits you. I would agree with 25% while YOU are bleeding though.
uh.. those are just examples.... so I am sure it won't be that blance...
but hope you still get the idea of "strong power up, but with added counter balance" kind of idea. I am just tire of seeing all those +15% weapons, which are good for they are, but just not really add much to the diversity.
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Old Mar 28, 2006, 12:58 AM // 00:58   #4
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I know...I still think that anything you can control should be limited to 15%...anything higher should be something that you cant control.

I agree that there should be more mods though. But not all X doing Y. I dont want to be forced to weild a certain weapon just so I get what I want.
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Old Mar 28, 2006, 03:51 AM // 03:51   #5
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I think that Anet should let the wepons crafter able to sell mods...
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Old Mar 28, 2006, 10:30 PM // 22:30   #6
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Quote:
Originally Posted by Relnor
I think that Anet should let the wepons crafter able to sell mods...
I think that has nothing to do with this.

I also just though of having ones like

+15% while air magic > 8

I thought it was a good idea...or perhaps only with other primary attributes[not strength] (to give the 15% always to the classes that need it most)
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Old Mar 28, 2006, 10:35 PM // 22:35   #7
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Theres a new weapon upgrade to lengthen Dazed (can't remember the name), and bows will get the Crippling mod if i remember right
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