Oct 22, 2007, 07:07 PM // 19:07
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#2
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Furnace Stoker
Join Date: Feb 2007
Guild: Trinity of the Ascended [ToA] | Ex-Officer [TAM]
Profession: W/
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I think it's because holy and dark damage are armour ignoring, not 100% sure on that however
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Oct 22, 2007, 07:12 PM // 19:12
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#3
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Jungle Guide
Join Date: May 2006
Location: USA
Guild: Team Asshat [Hat]
Profession: Mo/E
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Only some Holy damage is armor ignoring, and that makes it all very confusing.
Holy damage wands and staves are not armor ignoring. Holy damage from Lightbring's Gaze is not armor ignoring.
My guess is that you can't have Dark or Holy martial weapons because of a design decision to make +7 vs Physical and +7 vs Elemental mods. Dark and Holy bypass these mods, and the only way to deal them with a martial weapon is through Skills.
Last edited by Spazzer; Oct 22, 2007 at 07:14 PM // 19:14..
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Oct 22, 2007, 07:13 PM // 19:13
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#4
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Some holy skills ignore armor. Some don't. Holy/dark weapons do not ignore armor.
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Oct 22, 2007, 07:16 PM // 19:16
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#5
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Jungle Guide
Join Date: May 2006
Location: USA
Guild: Team Asshat [Hat]
Profession: Mo/E
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[ninja edit] Misread above post.
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Oct 22, 2007, 07:30 PM // 19:30
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#6
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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I wouldn't see the harm in these mods. I don't know why they're not out there already. I've wondered this myself many a time.
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Oct 22, 2007, 07:34 PM // 19:34
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#7
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Yea that would be really bad since stuff like sentinal armor and +7 vs. elements would be completely demolished holy damage, dark damage, and chaos damage should stay on wands and staves. Not to mention the influx in price in the GW economy
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Oct 22, 2007, 07:44 PM // 19:44
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#8
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Quote:
Originally Posted by Dante the Warlord
Yea that would be really bad since stuff like sentinal armor and +7 vs. elements would be completely demolished holy damage, dark damage, and chaos damage should stay on wands and staves. Not to mention the influx in price in the GW economy
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I'm not getting what your first run on sentance is trying to say. Please puncuate it again so we can have a clear meaning.
But when it comes to the influx of the econamy, give me a break. Every new item has an effect on the econamy. Then it slowly goes down in price just as everything does. I fail to see how this would hurt the econamy, if you could even call it that. The "Econamists" have already predicted that most any new thing that is yet to come out will wreck the econamy. Amazing how it has stayed the same through all these hair brained predictions of the Apocolypse.
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Oct 22, 2007, 07:59 PM // 19:59
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#9
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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A little off-topic but wasn't it the case that once-upon-a-time Chaos Axes dealt Chaos damage? That might have been during the beta test periods but I remember someone saying it on these forums in a nostalgia thread.
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Oct 22, 2007, 08:19 PM // 20:19
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#10
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Krytan Explorer
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Because warriors have +20 vs physical and rangers have +30 vs elemental, not to mention weapon mods like +7 vs X... Having dmg mod that bypasses both of this thigs is imba and ain't gonna happen. Case closed.
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Oct 22, 2007, 08:47 PM // 20:47
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#11
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Krytan Explorer
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Don't forget double dmg to undead with the Holy mod...
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Oct 22, 2007, 09:00 PM // 21:00
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#12
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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It's because Dark, Chaos and Holy aren't elements.
They are just the type of attack.
The same goes for Blunt, Slashing, Piercing etc... You want to make mods for them, too?
The concept of armor and armor ignoring would be much more complex, and alot of things have to be changed. Too much has to be happened before these damage types become mods. Unless they want Elemental damage to be underused, they'll have to give alot of armors resistance against 'Other damage types', they'll have to re-name weapons... (Chaos Chaos Axe, Holy Holy Staff etc won't work I think)... They'll probably have to update monsters, so that they have less weakness/resistance against these damage types...
In other words, they'll have to rebalance the whole Armor vs: Anything system again, and change about everything that has to do with armor and weapons.
It might happen in Guild Wars 2, but not now, I think...
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Oct 23, 2007, 01:27 AM // 01:27
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#13
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Ascalonian Squire
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I don't think any of the enemies creatures would need to be updated as they already have their resistance, and certain spells/spirits change all attacks into a certain element/holy/dark.
Example:
Avatar of Balthazar Elite Skill
Elite Form. For 1-48 second, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. This skill is disabled for 120 seconds.
Winter
Create a 1-8 Spirit. For creatures within its range, all elemental damage is Cold damage instead. This spirit dies after 30-126 seconds.
ect.. you all know the rest..
(Plus, if you noticed. A fire imp takes more fire damage than an ice elemental... I think they need to fix it anyways)
The +5 vs all or +7 vs elemental doesn't make that much of a difference that you would die so much quicker. If anything they can make a new mod for armor called "****" where is adds +# vs both holy and chaos.
Nothing would happen to the economy of the game, it's just a new mod and with all new things, they start off high and work themselves down.
Warriors have a +20 vs physical because they are warriors, and that's what makes them tough in a melee battle. It wouldn't make any sense to have a warrior with a natural defence vs earth. That's what mods are for...
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Oct 23, 2007, 01:29 AM // 01:29
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#14
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Jungle Guide
Join Date: May 2006
Location: USA
Guild: Team Asshat [Hat]
Profession: Mo/E
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Quote:
Originally Posted by ThyNecromancer
Winter
Create a 1-8 Spirit. For creatures within its range, all elemental damage is Cold damage instead. This spirit dies after 30-126 seconds.
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Technically, this skill does nothing at the moment. It's been bugged for a few months.
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Oct 23, 2007, 01:58 AM // 01:58
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#15
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by reetkever
(Chaos Chaos Axe, Holy Holy Staff etc won't work I think)
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caster weapons don't get the prefixes.
And we already have redundant names, actually, as you'd know if you ever found a Barbed Barbed Axe...
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Oct 23, 2007, 02:35 AM // 02:35
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#16
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Spazzer
Technically, this skill does nothing at the moment. It's been bugged for a few months.
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That's funny, because I definitely used it with Mantra of Frost to get my r10 delver title. And no, snowballs do not inherently do cold damage. Ice Darts do, most of the time, but snowballs don't unless winter is down.
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Oct 23, 2007, 03:02 AM // 03:02
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#17
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I was thinking, maybe adding a holy/dark green sword/axe/whatever. Anet can try it out and if they don't like it, they can always switch the prefixes on those greens.
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Oct 23, 2007, 03:33 AM // 03:33
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#18
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by unienaule
That's funny, because I definitely used it with Mantra of Frost to get my r10 delver title. And no, snowballs do not inherently do cold damage. Ice Darts do, most of the time, but snowballs don't unless winter is down.
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Damage dealt checks armor before being converted to cold damage, so you can't use Winter to take advantage of cold damage weaknesses/resistances in terms of armor rating.
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Oct 23, 2007, 06:15 AM // 06:15
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#19
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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No, of course we can't have those, it would throw the game completely off-balance.
What about Physical and Elemental Armor innate to certain classes and Insignias?
Don't forget that a Ranger actually has 100 Armor against Elemental damage (70 +30 against Elemental) and a Warrior 100 Armor against Physical (80 +20 against Physical) and also 100 Armor against Elemental if you use a Sentinel's Insignia (which provides an additional +20 against Elemental).
Actually, the whole reason people stopped using Sentinel's Insignia, was exactly because of the fact that it got nerfed from 100 Armor plain and simple to 80 (+20vsPh) (+20vsElem), completely ruling out Holy and Chaos.
What should be done, however, is to make all Wands/Staves fire off Elemental damage, as it now sometimes bypasses the Elemental resistance. Or even worse: bypasses Essence Bond (which only triggers on Physical and Elemental).
Talk about a broken game mechanic.
The whole point of Avatar of Balthazar's and Judge Insight's Holy Damage is to bypass the bonus Armor (while not actually being Armor-ignoring). In essence, if you're using Holy Damage, you'll always be hitting the non-conditional Armor of any profession (which is to say 70 for Rangers, 80 for Warriors etc.).
But that's alright, since those are skills, not a natural bonus.
Last edited by Lagg; Oct 23, 2007 at 06:18 AM // 06:18..
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Oct 23, 2007, 09:42 AM // 09:42
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#20
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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who cares about holy and dark mods?
just get shadow dmg mods!
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