Oct 03, 2006, 09:25 PM // 21:25
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#701
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Academy Page
Join Date: Apr 2005
Location: South Africa
Guild: Royal Knights Of Camelot {HOLY}
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Quote:
Originally Posted by Velath
Nothing wrong with the suggestion, but it doesn't need a label as in "Inscribed weapon of xx" ... By that logic it should be "Modified Sundering Crystalline..."
I would be happy that you cold only inscribe customized weapons. I want them for playing not for trading...
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I feel the same but what about shields and offhands they cant be customized so there is one flaw with that. Also labels are pointless because 90% of items are modified at one point or another.
And as far as this feature goes im all for it either you take it or leave it just like other updates in the past people did not like.
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Oct 03, 2006, 09:34 PM // 21:34
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#702
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Jungle Guide
Join Date: May 2005
Guild: SoF Victrix [SoF]
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Quote:
Originally Posted by Velath
Here's a point about req though off-topic. I took two swords (different type but no other dmg mods, one req 9 the other 12) went to battle isles and the place where the different armor levels are. With 12 in swordsmanship I did it twice, wrote down the damage produced and found that with the req 9 sword I did 6 more dmg on a critical hit and 4 more dmg on average. I think strength was set at 10 and didn't change for either of the tests. Can someone confirm this for me or answer whether there might have been some other type of influence? Edit - If this is the case than there should be even more demand for lower req rare skin weapons rather than "crappy" req rare skins. If someones at home would you like to check on this? I wrote about 40 dmg numbers each time so I wouldn't "kill" the armor. (put first edit in wrong spot!)
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Your test was unnecessary and your conclusion inherently flawed. The req of a weapon has no bearing on its damage output. If you increased your swordsmanship rating for the req 12 test over the req 9 test, your data is flawed. If you used the req 12 sword with less than 12 in swordsmanship, your data is flawed. If you did everything equally but are trying to draw a conclusion from an extremely limited data set, your conclusion is flawed. The bottom line is: the req of a weapon, by itself, has no impact on damage output of the weapon. The testing has already been completed and published by Ensign and others. You could have dedicated the time you took conducting the test to reading those articles and actually learning something.
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Oct 03, 2006, 09:41 PM // 21:41
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#703
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Frost Gate Guardian
Join Date: Aug 2006
Location: Canada
Profession: A/
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Quote:
Originally Posted by Lynnrose
Your test was unnecessary and your conclusion inherently flawed. The req of a weapon has no bearing on its damage output. If you increased your swordsmanship rating for the req 12 test over the req 9 test, your data is flawed. If you used the req 12 sword with less than 12 in swordsmanship, your data is flawed. If you did everything equally but are trying to draw a conclusion from an extremely limited data set, your conclusion is flawed. The bottom line is: the req of a weapon, by itself, has no impact on damage output of the weapon. The testing has already been completed and published by Ensign and others. You could have dedicated the time you took conducting the test to reading those articles and actually learning something.
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lol easy there...But thanks for the answer. Where it came from was a guildie asked me whether having attributes set higher than weapon req would cause more damage than having it at that requirement. I said it wouldn't make a difference at first, then went and tried it like I said. Took about 2 mins. Now if you could point me in the right direction to where this testing is it would be greatly appreciated, cause EVERY one i've seen before doesn't mention anything to do with req. Hence why I put it as a question and not a statement knowing someone would know more about it than I! Really I guess should have been checking req 9 weapon at 9 attributes and see what damage was.
Edit: Searched google - Guild Wars Damage Ensign found the guide and read through it. Figured out what I was doing wrong. Thanks.
Last edited by Velath; Oct 03, 2006 at 09:59 PM // 21:59..
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Oct 03, 2006, 09:52 PM // 21:52
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#704
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Frost Gate Guardian
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Quote:
Originally Posted by Two April Mornings
Nothing is wrong with that at all. I love that idea, even maybe take it further and make it so only cuztomized weapons can have inscriptions added to them.
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Ya, and while we're at it, why don't we just make it so all gold drops are customized to the character that finds them? Same logic.
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Oct 03, 2006, 10:11 PM // 22:11
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#705
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No Luck No Time No Money
Join Date: Nov 2005
Location: Amherst College, MA
Guild: Scars Meadows [SMS]
Profession: Me/
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^Not at all the same logic.
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Oct 03, 2006, 10:38 PM // 22:38
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#706
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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This has nothing to do with weapon skins. Nothing at all. Take your crystalline sword and shove it. Mods are not skins. Skins are not mods. Why should they have anything to do with each other? Should I only be able to get a hybrid car if it's a BMW? Prefixes are changeable. Suffixes are changeable. Infixes should be changeable. Within a video game, appearance shouldn't have anything to do with functionality. RL? Sure. Life's a bitch. But VR? No. Work has no place in games.
And leprekan?
Quote:
Originally Posted by Leprekan
1% on ANY mod is not enough of an advantage to merit the wrecking of the economy. Any mod 1% less than PERFECT is DIRT CHEAP ALREADY. You keep arguing the NEED for that extra 1% when it is only vanity. The VERY RARE times anyone is down to 1hp and lives without a monk saving his/her butt is reaching to the extent of making this laughable.
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Is 29 the same as 30?
No?
∎
Last edited by Savio; Oct 04, 2006 at 02:06 AM // 02:06..
Reason: referring to deleted post
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Oct 03, 2006, 11:16 PM // 23:16
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#707
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Forge Runner
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Quote:
Originally Posted by leprekan
1% on ANY mod is not enough of an advantage to merit the wrecking of the economy. Any mod 1% less than PERFECT is DIRT CHEAP ALREADY. You keep arguing the NEED for that extra 1% when it is only vanity. The VERY RARE times anyone is down to 1hp and lives without a monk saving his/her butt is reaching to the extent of making this laughable.
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The economy won't be wrecked. It'll bounce around a bit, and settle into a new groove. No one will particularly care 2 months from now, except, you know, the people who feel ANet slighted them because they're less special now.
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Oct 03, 2006, 11:17 PM // 23:17
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#708
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Frost Gate Guardian
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Quote:
Originally Posted by Two April Mornings
^Not at all the same logic.
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Not at all the same logic just cause you don't like the idea. Hell, let's make it more challenging. Then your gold item will REALLY be special. Customized on drop. No trading golds, THAT character has to be the one that gets it. What don't you LOVE about that? We'll also make it so you can only change the inscription / prefix / suffix once on your drop.
Shoot, it's what you're arguing for regarding inscriptions, I'm just taking it to the next level. By everything you've said, you ought to love the idea. Then it really will be something to strive for and mean something (in your mind). Nobody that doesn't put in the time will have gold items worth anything.
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Oct 03, 2006, 11:18 PM // 23:18
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#709
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Krytan Explorer
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
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Quote:
Originally Posted by Two April Mornings
^Not at all the same logic.
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QFT
This thread takes some peculiar turns on occasion.
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Oct 03, 2006, 11:36 PM // 23:36
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#710
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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Quote:
Originally Posted by leprekan
1% on ANY mod is not enough of an advantage to merit the wrecking of the economy. Any mod 1% less than PERFECT is DIRT CHEAP ALREADY. You keep arguing the NEED for that extra 1% when it is only vanity. The VERY RARE times anyone is down to 1hp and lives without a monk saving his/her butt is reaching to the extent of making this laughable.
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And what's more, you should all be satisfied with swords that do 15-21 damage, axes that do 6-27 damage and hammers that do 19-34.
That extra point is, ya know, just vanity anyway. I mean, how many times do you miss a kill by only one point? Hardly ever! You yourself say that the times when someone is hit down to 1 point and lives are VERY RARE.
Last edited by Ghull Ka; Oct 03, 2006 at 11:45 PM // 23:45..
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Oct 04, 2006, 12:01 AM // 00:01
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#711
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Forge Runner
Join Date: Jun 2005
Guild: Peace Machine GRRR [DiE]
Profession: W/N
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Quote:
Originally Posted by Ghull Ka
And what's more, you should all be satisfied with swords that do 15-21 damage, axes that do 6-27 damage and hammers that do 19-34.
That extra point is, ya know, just vanity anyway. I mean, how many times do you miss a kill by only one point? Hardly ever! You yourself say that the times when someone is hit down to 1 point and lives are VERY RARE.
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Fine I'll come kill you with my HOD sword won't matter because the 15-21 in the right hands will squish even the hardiest little necro that is unless your other 7 bloodsuckers come help
But seriously I'm pretty sure he was talking about mods not weapon base damage.
I personally have very often gotten away with 1 health and managed to live and hurt peoples feelings so yes the +30 > +29 but I thought we were talking about inherent mods being salvageable here and with GWs math being what it is +14% and +15% doing the same damage on a sword if someone is convinced they must have a fellblade or whatever other skin they think they can't live without this is another much less expensive option for them.
Last edited by sixdartbart; Oct 04, 2006 at 12:09 AM // 00:09..
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Oct 04, 2006, 12:07 AM // 00:07
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#712
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Frost Gate Guardian
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Quote:
Originally Posted by sixdartbart
but seriously I'm pretty sure he was talking about mods not weapon base damage
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Are you talking inherent? Cause 1% (14% vs 15%) on any weapon is MORE than 1 pt dmg. Just pointing that out.
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Oct 04, 2006, 12:11 AM // 00:11
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#713
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Forge Runner
Join Date: Sep 2005
Location: If it aint expensive, it aint worth buyin'.
Guild: Leading/Co-leading Bretheren Of Chaos [Dark]
Profession: W/Mo
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Quote:
Originally Posted by Abnaxus
It's liberism against monopoly and incumbent position.
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before you pretend to know more about economics than i do, please, look up the term "liberal economics."
you will find that monopolies are a product of a liberal economic system.
this, once again, proves that the vast majority of the pro-inscriptionists in this thread are all about me, me, me...and do not understand a single thing about economics, period.
GG.
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Oct 04, 2006, 12:14 AM // 00:14
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#714
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Krytan Explorer
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
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Quote:
Originally Posted by sumrtym
Are you talking inherent? Cause 1% (14% vs 15%) on any weapon is MORE than 1 pt dmg. Just pointing that out.
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It CAN be more, but it can be less and rounded down, depending on the weapon and the hit. An Axe's 14% isn't going to be as big a loss from 15% as a swords may be on non critical hits. However, I'm fairly sure that a .7 damage gets rounded down in the GW system, correct me if I'm mistaken.
This is all just a bit amusing to me, so much controversy over something that no one outside of alpha/the devs really know much about at the moment. Speculation FTL?
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Oct 04, 2006, 12:20 AM // 00:20
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#715
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Forge Runner
Join Date: Jun 2005
Guild: Peace Machine GRRR [DiE]
Profession: W/N
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Quote:
Originally Posted by sumrtym
Are you talking inherent? Cause 1% (14% vs 15%) on any weapon is MORE than 1 pt dmg. Just pointing that out.
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Nope I was actually talking about base damage hence the reason I said "base damage"
Just so we are all talking about the same thing.
Base damage = on a sword 15-22
Mods = hilts and pommels
Inherent bonus modifiers = 15>50
And FYI a 14>50 and 15>50 on a sword will do the exact same critical hit damage. If you dispute this go test it yourself.
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Oct 04, 2006, 12:21 AM // 00:21
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#716
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Ascalonian Squire
Join Date: Jul 2006
Guild: Troublesome Unit
Profession: W/Mo
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ok i have a few opions, some might of been addresses alrdy but i skipped like 20 pages(i have a life and can't 714 posts on a single thread). so anyways one thing Anet could to counter the massive prices on inherent mods r whatever there going to be called is to put a inherent mod trader in the game w/ mods for 5k-15k. simple IMO. also if u could salvage them off any weapon y not droks weapons they have 15^50 and they cost 5k. so if this update will even happen( im not even sure it will but im hoping) ppl could just use the ones off droks and save alot of Gold. (some guy posted like 50k for a 15^50 so u save 45k i belive. so this whole idea about massive price infflation just got blown out of the water i think and until i see a post from Anet themselve i will keep on belive my idea.
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Oct 04, 2006, 01:20 AM // 01:20
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#717
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Jungle Guide
Join Date: Oct 2005
Location: Grotto,The Paradise of GW Afkers
Guild: Afkers Never [CRY]
Profession: W/Rt
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Anet should limit the inscription only for NF items. so the old school trader's items wont drop in price. Didn't Gaile say that each chapter is a standalone? so NF's feature shouldn't effect Faction and proph. This solution everyone is happy. NF newcomers got w/e they want. Faction and Proph players' item wont drop too much in price. why not we just settle it this way
Last edited by Tommy; Oct 04, 2006 at 01:33 AM // 01:33..
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Oct 04, 2006, 01:40 AM // 01:40
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#718
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Frost Gate Guardian
Join Date: Aug 2006
Guild: The Brotherhood of Sacred Soldiers
Profession: N/Me
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I like the idea of only being able to inscribe customized weapons. It would keep collector skins at a premium and still allow the average joe that 15^50 dwarfen axe he's always wanted.
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Oct 04, 2006, 01:42 AM // 01:42
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#719
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No Luck No Time No Money
Join Date: Nov 2005
Location: Amherst College, MA
Guild: Scars Meadows [SMS]
Profession: Me/
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^ Indeed, or even change the color of inscription-added weapons to red or something, so that the true golds retain value. Heck you'd have a 15^50 dwarven, it jsut wouldnt be gold. It would be "rare" by definition but not by stats.
All golds could potentially become synthetic diamonds.
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Oct 04, 2006, 01:45 AM // 01:45
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#720
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Frost Gate Guardian
Join Date: Aug 2006
Guild: The Brotherhood of Sacred Soldiers
Profession: N/Me
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^ wow even better, we should send anet some of these suggestions.
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