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Old Jun 20, 2005, 02:47 AM // 02:47   #1
Pre-Searing Cadet
 
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Default Can we increase max. sword damage please?

Arena.Net -


First of all, I would like to thank you for making such an amazing game, and free to play at that! So again, thank you.

That being said, I would have to voice my one concern, which is the maximum damage of the swords within the game, which is base damage of 15, and a maximum of 22. Bows, hammers, and axes all have higher base and max damage weapons available, with wands and the like being the only other weapons I've seen with lower damage than the swords.

Now, I know that the swords damage is lower to off-set the faster speed with which is strikes, which is considerably faster than either axe or hammer. However, the speed of the sword vs the higher damage of either axe or hammer seems to be quite negligible as the game goes on and you reach higher levels. Even using skills that increase attack speed don't bring much benefit when you can't hit for that much damage.

I would propose that the base and maximum damage for swords be increased at least a little bit. I'd say that even a +2 increase for a rare sword would be appreciated, say 17-24. Just something extra would be nice for us sword users, so that we can strike for more damage without having to use either adrenaline or mana. Thanks for listening!
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Old Jun 20, 2005, 02:57 AM // 02:57   #2
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I think this is an interesting idea. I'd like to make a counter to your suggestion, since I don't want to clutter up the board with useless posts. Give swords an upgrade...call it the "Stabbity Pommel" that gives the sword a native armor-penetration ability. Instead of raising the end damage. That way, they'll actually do more damage than swords do now, and you won't have to mess with the swords themselves. Plus I like weapon upgrades!
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Old Jun 20, 2005, 03:15 AM // 03:15   #3
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Quote:
Originally Posted by Ancalagon06
I think this is an interesting idea. I'd like to make a counter to your suggestion, since I don't want to clutter up the board with useless posts. Give swords an upgrade...call it the "Stabbity Pommel" that gives the sword a native armor-penetration ability. Instead of raising the end damage. That way, they'll actually do more damage than swords do now, and you won't have to mess with the swords themselves. Plus I like weapon upgrades!
I think there's a "sundering" pommel/grip... at least i know there's something similar for other weapons.

Gives a % chance for armor penetration.

Also, axes have a wider range but about the same AVERAGE damage as swords - max on a axe is 6-28, so you have the possibility of a big hit, or a miniscule one whereas swords tend to have a more steady output. Swords and axes have the same attack speed.
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Old Jun 20, 2005, 04:02 AM // 04:02   #4
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Axes do more damage overall when you include criticals as it's 28x2 vs 22x2.

Anyway you cant look at pure damage, you also have to look at skills. Hammer sucks for dps, its ok for spike, but not sustained dps. Hammer is there for knockdowns. Axe gets best sustained dps, sword gets better spike damage and is better for conditions. That's one way to look at it. But they definitely don't need a boost.
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Old Jun 20, 2005, 05:12 AM // 05:12   #5
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Swords are great weapons and have more flexible skills. Axes deal more damage. Hammers suppress better. Boosting sword damage will ruin balance.
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Old Jun 20, 2005, 08:53 AM // 08:53   #6
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Lemme share with you some math and facts.

Axe
(6+28)/2= 17
17 avg damage, but slightly slower than sword. To make up there is increaed armor penetration.

Sword
(15+22)/2=18.5
18.5 avg damage, but faster than the axe and way faster than a hammer. Speed makes up for the lack of armor penetration. Also a very tactical class.

Hammer
(19+35)/2=27
27 avg damage, but MUCH slower than any other melee weapon. It makes up in hard hitting blows and knockdowns.


Each class is set up in it's own way but they average out.
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Old Jun 20, 2005, 01:44 PM // 13:44   #7
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The biggest issues with any weapons is this game has turned into a spike damage game. Monks can usually heal faster than a bow/sword/axe can deal the damage, and usually in PvE or PvP there is 2 or 3 healers in the oposition. This is the reason all you pretty much need is 4 or 5 elementalists and 3 monks and not much room for any other classes.
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Old Jun 20, 2005, 01:52 PM // 13:52   #8
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Quote:
Originally Posted by sysfailur
Lemme share with you some math and facts.

Sword
(15+22)/2=18.5
18.5 avg damage, but faster than the axe and way faster than a hammer. Speed makes up for the lack of armor penetration. Also a very tactical class.
(15+22)/2 = 17.5

but yes, it is balanced and u made a good point.
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Old Jun 20, 2005, 02:00 PM // 14:00   #9
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Quote:
Originally Posted by Crimson Eyes
(15+22)/2 = 17.5

but yes, it is balanced and u made a good point.
Lol, math corrections should usually be correct.

15+22 = 37, right? 37/2 is 18.5

Next - swords are NOT faster than axes. They have the exact same speed. They have a higher avergae base damage, but because of critical hits axes do slightly better damage over time. Other than that it gets into an analysis of skills to figure out which you want. Fact is that swords don't need more damage.
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Old Jun 20, 2005, 02:18 PM // 14:18   #10
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Quote:
Originally Posted by sysfailur
Lemme share with you some math and facts.

Axe
(6+28)/2= 17
17 avg damage, but slightly slower than sword. To make up there is increaed armor penetration.

Sword
(15+22)/2=18.5
18.5 avg damage, but faster than the axe and way faster than a hammer. Speed makes up for the lack of armor penetration. Also a very tactical class.

Hammer
(19+35)/2=27
27 avg damage, but MUCH slower than any other melee weapon. It makes up in hard hitting blows and knockdowns.


Each class is set up in it's own way but they average out.
Nice 'facts', but axes are swung at the same speed as swords. Increased armour penetration? Where did you get that idea from? Strength raises your armour penetration while using skills, unless you're talking about Penetrating Blow, which does not count as you'd be comparing skills against weapons. Also, hammers aren't 'much' slower than swords/axes.

Stop pulling numbers out of your arse when the information is available right in front of you:
http://www.guildwarsguru.com/content...ies-id1275.php
http://www.guildwarsguru.com/content...ems-id1056.php
http://www.guildwarsguru.com/content...nics-id674.php

The reason swords do different damage to axes is because there's what you call a CHOICE in this game, where you have to weigh the advantages and disadvantages of what you're using instead of looking at what everyone else is and making uninformed decisions based upon that.

I do love the OP's argument for raising sword dmg:
Quote:
Just something extra would be nice for us sword users, so that we can strike for more damage without having to use either adrenaline or mana.
I'm sure the monks would love a bit more healing power (since they can heal for more using less), the elementalists would love a bit more damage (since they can hurt for more using less) and I'm sure everyone wouldn't mind a bit more gold in their storage account (so we can buy a little more stuff).

BTW this game is not 'free to play', unless your copy fell off the back of a truck or something.
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Old Jun 20, 2005, 02:27 PM // 14:27   #11
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Quote:
Originally Posted by Epinephrine
Lol, math corrections should usually be correct.

15+22 = 37, right? 37/2 is 18.5

Next - swords are NOT faster than axes. They have the exact same speed. They have a higher avergae base damage, but because of critical hits axes do slightly better damage over time. Other than that it gets into an analysis of skills to figure out which you want. Fact is that swords don't need more damage.
i apologise for my brief moment of crazyness lol

yes, swords have versitility on their side to make up for the axes critical damage power
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