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Old Oct 01, 2006, 10:12 PM // 22:12   #1
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Default REUSE weapons from older classes, requirement modding

So there you are reading this thread. You probably are thinking, oh no not another crazy thread that is going to screw the economy like salvaging the requirement 8s and putting them on req. 13s (lmao).

THEORY
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As chapters progress, more and more weapons will be released. The problem will arise that it is a pain to find a decent weapon for your class.

PROPOSITION #1
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Reusing of older classes' weapon types but with different skills could be a possibility.
An example would be a new class that uses hammer, but for a different skill set. The attribute would be Hammer Mastery also but the skillset would be different.
The differentiation between the attributes would simply be the class and the skills. This would foster markets for older weapon types that would be otherwise dying out.

PROPOSITION #1A
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Let's see. Daggers, spears.
A few chapters down, a two handed weapon user could swing the spear instead of throw it, and another class could throw daggers instead of stabbing with them.

Scythes/Axe/Sword/Bows - no versatility here, you can't throw axes/swords and can't melee with a bow...

PROPOSITION #2
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This suggestion regards the plague that affects casters: finding a staff with mods that are mixmatched. It doesn't affect weapons with simple stats such as 15>50 and 15 enchanted/stanced/vs. hexed/etc because there is no need to.

Requirement swapping of weapons (Separation of skin from stats).
Assume you find a focus that has +12 energy req. 12 divine favor and the bonuses are 10% Halves spell recharge and +30HP.
That's too bad, because you have just created a class X (let X be new class from a new chapter).
Step 1: You customize the item for class X.
Step 2: You go to a requirement modder and change the requirement type to whatever attribute (within reason). For example a zodiac scepter with divine req. changed to a zodiac scepter with fire magic req.
Step 3: It is now changed permanently and it is customized for that character.
What would this help with? It would help with separation of stats from skin (like the armor crafters in Factions).
Of course limitation such as:
- caster to caster items only
-no modding of weapons that do not have universal counterparts, as they cannot change into anything else anyway
--->this goes for bows, scythes, daggers, swords, axes, spears, etc.
would be necessary
- customized for character that changed it
would be necessary to prevent widespread economic troubles form people selling caster items with rare skins.

The idea behind this is currently we have wand, focii, and staves that are cross-class except for the requirement. Ever get a raven staff (not that skin, but other skins) that has 20/20 fire magic and has a blood magic requirement? Wouldn't it be nice if you could change the requirement to fire after customizing it?

Variable attribute wands as of now--->Amber Wand, Celestial Scepter, Jade Wand , Jellyfish Wand, Koi Scepter
Variable attribute Focii-->jug, Paper fan, straw effigy, plagueborn focus
Variable attribute staves (the big dilemma)--> Amber Staff, Bo Staff, Celestial Staff, Cockatrice Staff, Dragon Staff, Forbidden Staff, Jade Staff, Lotus Staff, Outcast Staff, Plagueborn Staff, Platinum Staff, Zodiac Staff, Dead Staff, Raven Staff, Ghostly Staff, Raven Staff, etc.

Obviously, this would affect staves the most, and not affect anything but casters' weapons.

PROPOSITION 2A (less drastic)
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A lighter, less drastic approach to the requirement modifying idea would be to just make caster weapons always have mods that are the from the same class.
This would eliminate water-divine-blood staves and such.

Last edited by LifeInfusion; Oct 02, 2006 at 07:44 PM // 19:44..
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Old Oct 02, 2006, 01:40 AM // 01:40   #2
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So no water staffs with reg. 10 then 20% 1/2 Fire magic? Hmm.... Maybe....
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Old Oct 02, 2006, 01:50 AM // 01:50   #3
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Quote:
Originally Posted by LifeInfusion
This would eliminate water-divine-blood staves and such.
awwww and I so needed one of those.

/signed for the second

~the a/r/w/mo/me/e/n/rt/p/d Rat~
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Old Oct 02, 2006, 02:01 AM // 02:01   #4
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/No

Want a perfect item cheaply? collectors ftw..
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Old Oct 02, 2006, 02:50 AM // 02:50   #5
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The Admin's Bane: Want a Div/Prot/Div? It doesn't exist... There's too many Energy Storage/Divine/Fast Cast staves

P.S. I do end up using collector's or greens on my casters. I have yet to find a 20/20 staff with mods that aren't mix matched

Last edited by LifeInfusion; Oct 02, 2006 at 02:53 AM // 02:53..
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Old Oct 02, 2006, 07:19 AM // 07:19   #6
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These are all good ideas.

As for the weapon classes and new skills for them, there's a lot of room for new warrior weapons. Think of the Longsword. That thing is way too big to be wielded in one hand. Why not make it a two-handed sword and give it a higher base damage to compensate for the lack of shield? Apply same to the axes. I mean, Tribal Axe is one big motherf...er. Set it as "two-handed", increase the damage and gg. On to hammers - create some smaller, one-handed hammers. Ofcourse, all these new weapons would get a couple of new skills and elites and some of the skills could not be used by new weapons. I.e. - hammer kd skills couldn't be used by one-handed hammers because they don't have enough mass to kd. Hundred Blades could not be used with two-handed swords because those are slower weapons than their smaller counterparts. Am I making any sense here? >_<
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