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Old Oct 24, 2007, 07:26 PM // 19:26   #1
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Default Confused with attributes and adding bonuses, do they count for weapon/shield requires

k well for example i got a weapon that requires 9 sword, originally u got 8 but with a bonus from helm u get 9, does it allow it or no? does it only look at basic attribute number or with bonus?
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Old Oct 24, 2007, 08:03 PM // 20:03   #2
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Bonus counts towards the total you need
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Old Oct 25, 2007, 12:29 AM // 00:29   #3
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Look at your skills inventory. If the number is equal to or better than the requirement, you've met it. Certain things like some monster skills and the weakness condition will drop your attribute, which can make you go under the requirement.
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Old Dec 11, 2007, 03:34 PM // 15:34   #4
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i'm a new player with questions about requirements....
i've played wow and anarchy online...in wow, this wasnt a problem, cause everything was based on your level...

in anarchy, armor and weapons were stat based, but you could "twink" items on by temporarily raising your stats, putting on the item, and then once your stats went down..you kept all the bonuses as long as you were still within 75% of the required stats...if you dropped below this, then you only got 75% of the stats, then 50%, etc....

how does it work in GW?
I have the GOTY edition, so i typed /bonus and got all the bonus weapons..they are all things that have reqs that i would probably need a few more levels to achieve...

i'm able to equip these weapons, but they don't do the damage they say they do..i'm sure this is because i'm not meeting the requirements...
are there any ratios that determine how much damage or how much benefit i can get out of the weapon if i use it anyway?
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Old Dec 11, 2007, 03:43 PM // 15:43   #5
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50% damage if under req.

Bear in mind that any bonuses that a weapon has are there regardless of requirement, for example +30 health, extra armor, lengthens poison duration etc.
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Old Dec 11, 2007, 03:48 PM // 15:48   #6
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You may find this article helpful.
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Old Dec 11, 2007, 03:53 PM // 15:53   #7
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i just found a very good article here which answers some questions too..and thanks for your reply

http://www.guildwarsguru.com/forum/s...ht=requirement

I have another question...if i put my under-req weapon on, I get the energy bonuses....if i put an under-req 2nd hand item on, i only get partial bonuses...for instance one of the /bonus items is an offhand with +5 energy, i only get +1 or 2 from it...is that because I'm already getting a full +10 energy bonus from the main hand under-req weapon?
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Old Dec 11, 2007, 03:59 PM // 15:59   #8
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Quote:
Originally Posted by oresteez
I have the GOTY edition, so i typed /bonus and got all the bonus weapons.....i'm able to equip these weapons, but they don't do the damage they say they do...are there any ratios that determine how much damage or how much benefit i can get out of the weapon if i use it anyway?
If you meet the requirements for the weapon, it will do the damage specified. This is the based on your total attribute in the requirement, so any runes and headgear bonuses count.

If you don't meet the requirement, the weapons damage (or other function with a req) acts basically like the damage range done by the "starter weapon" you were originally given when you began the character. (roughly 50%)
Other mods on the weapon, such as health bonuses, skill recharge times, etc., are not affected by the requirement.

An example would be the Rose Focus ( http://gw.gamewikis.org/wiki/Rose_Focu )
You get the +30 health, and the "halves casting time", regardless of your attributes. If you have 9 (or more) in Fast Casting you also get +12 energy - if you have less than 9 in Fast Casting (or no Fast Casting at all), you still get +6 energy.
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Old Dec 11, 2007, 05:21 PM // 17:21   #9
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unfortunately i cant get into either of those sites cause they block it at my work..i'm shocked that this site isnt blocked..but hey, i'm not complaining lol

thanks for all the replies, this info has helped a lot..

the weapon i'm looking at in particular does 11-22 dmg...i'll find the name and edit the post and tell you...

i found it in another post... Insightful Soul Shrieker (Necromancer Staff)

i did some damage comparisons and notice i hit for a consistent 7-9 dmg...sometimes as low as 4, never above 9 or 10 though...that would put me in that 50% range it seems...
this damage is definitely better than my starter weapon tho...i think my starter weapon was 3-5 dmg,

Last edited by oresteez; Dec 11, 2007 at 05:43 PM // 17:43..
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Old Dec 11, 2007, 05:29 PM // 17:29   #10
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what sucks is that the only reason this is even an issue right now, is because i'm a ne/mo and i wanted to go with a mostly death and blood build, and the weapon i got has a 7 or 9 req in curses, lol...bad luck i guess...although i might just shift the points just to see the full dmg in action..
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Old Dec 11, 2007, 05:47 PM // 17:47   #11
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the requirement will only affect the stat is written next to
so for any wand/staff/martial weapon it will affect the base damage
for shields it affects the armor, for focus the energy

if you don't meet the requirement you'll get either:
starters bonus (+3 energy, 3-5 dmg, etc). This is with all collector/crafter/bonus weapons
half the bonus. This will happen with all weapons from loot and with all shields

when playing caster, it's best to have staff for the lower levels when you mind the bonusses. the requirement will only affect the damage, and since you won't deal damage with our staff anyway, it isn't a big deal.
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Old Dec 11, 2007, 05:49 PM // 17:49   #12
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To be honest, as a caster you shouldn't worry about the damage your weapon does. The only time you should be wanding something is to get your heroes/henchmen to attack.

[edit]Lol - slow typing FTL yet again ^^
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Old Dec 11, 2007, 06:03 PM // 18:03   #13
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yup, i've been using the staff anyways, regardless of the damage, the +15 energy is really nice, so i'm too busy casting to worry about attacking....very nice having 2 direct damage attacks (the blood magic DD ranged spell, the DD monk smiting spell) and then raising corpses in between...
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