Oct 28, 2007, 07:59 PM // 19:59
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#21
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Academy Page
Join Date: Sep 2006
Location: In the land of the horny gollochs.
Guild: To Rise From The Ashes [Rise]
Profession: R/W
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I think it might be a good idea... Maybe if you could earn an incredibly rare weapon that does holy damage at the end of an incredibly hard to get and hard to do quest, that is automatically customised... Anyway, I hate to see things not done/done differently just because it would be "too good"...
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Oct 28, 2007, 09:13 PM // 21:13
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#22
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Quote:
Originally Posted by Rinadan Farhunt
I think it might be a good idea... Maybe if you could earn an incredibly rare weapon that does holy damage at the end of an incredibly hard to get and hard to do quest, that is automatically customised... Anyway, I hate to see things not done/done differently just because it would be "too good"...
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That goes against the main focus of guild wars and would be bad for the game. There are many other games with such items/features you could play if thats the sort of thing you wanted.
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Oct 28, 2007, 10:05 PM // 22:05
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#23
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Academy Page
Join Date: Sep 2006
Location: In the land of the horny gollochs.
Guild: To Rise From The Ashes [Rise]
Profession: R/W
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Its not really that different from green weapons... Except that you get it from a quest instead of farming...
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Oct 28, 2007, 10:14 PM // 22:14
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#24
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Quote:
Originally Posted by Rinadan Farhunt
Its not really that different from green weapons... Except that you get it from a quest instead of farming...
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green weapons can be fully replecated statwise by modding any weapon. what your asking for is essentially a green weapon wit the line "This weapons attacks ignore armour" stamped onto it.
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Oct 28, 2007, 10:32 PM // 22:32
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#25
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Academy Page
Join Date: Sep 2006
Location: In the land of the horny gollochs.
Guild: To Rise From The Ashes [Rise]
Profession: R/W
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Lol, you already get attacks that ignore armour, all it would need is a suitable downside to the ability.
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Oct 29, 2007, 12:30 AM // 00:30
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#26
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by Rinadan Farhunt
Lol, you already get attacks that ignore armour, all it would need is a suitable downside to the ability.
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We have abilities that ignore armor; ignoring armor with every swipe of your weapon is an entirely different ballgame, balance-wise. It would probably cut down on what little variety is left in PvP by standardizing melee weapons to an absurd and unnecessary degree. Elemental damage mods would become useless, and monks would take yet another ill-deserved hit considering everything else that's going on in the meta right now (hackbashslashlolol). It's a terrible idea, and I'm sure these mods were left out of the game on purpose. Not going to happen.
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Oct 29, 2007, 03:36 AM // 03:36
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#27
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Desert Nomad
Join Date: Sep 2006
Location: Officer's Club
Guild: Gameamp Guides [AMP]
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Quote:
Originally Posted by isamu kurosawa
green weapons can be fully replecated statwise by modding any weapon.
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untrue
lets see you replicate the mods on .... gorrel's staff
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Oct 29, 2007, 03:45 AM // 03:45
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#28
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Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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Quote:
Originally Posted by N E D M
untrue
lets see you replicate the mods on .... gorrel's staff
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You beat me. There's nothing for the Deep Wound.
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Oct 29, 2007, 04:50 AM // 04:50
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#29
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Desert Nomad
Join Date: Sep 2006
Location: Officer's Club
Guild: Gameamp Guides [AMP]
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sadly on that staff the deep wound replaces the 20%hsr mod
wiki oops
quote from wiki
Non-unique staves obtained as loot before the October 25th, 2006 update do not have the "halves skill recharge of spells" inherent property. Unique, crafted, and collector staves have been retroactively updated, gaining the "Halves skill recharge of spells (Chance: 20%)" property....
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Oct 29, 2007, 05:12 AM // 05:12
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#30
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Krytan Explorer
Join Date: Aug 2007
Guild: Wolven Empire
Profession: D/
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If you cant get a group in DoA as a rng your doing something wrong. For the love of god you can SOLO trap there, you can SOLO trap underworld. Cry me a river dude.
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Oct 29, 2007, 05:13 AM // 05:13
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#31
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Krytan Explorer
Join Date: Aug 2007
Guild: Wolven Empire
Profession: D/
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Quote:
Originally Posted by isamu kurosawa
green weapons can be fully replecated statwise by modding any weapon. what your asking for is essentially a green weapon wit the line "This weapons attacks ignore armour" stamped onto it.
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Most, certainly not all. Notice how on wiki when you look at a green it says underneath, this item can be 'partially' or 'fully' duplicated with etc etc, or not duplicated at all.
Last edited by Whirlwind; Oct 29, 2007 at 05:16 AM // 05:16..
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Oct 29, 2007, 06:15 PM // 18:15
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#32
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Academy Page
Join Date: Sep 2006
Location: In the land of the horny gollochs.
Guild: To Rise From The Ashes [Rise]
Profession: R/W
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Quote:
Originally Posted by Nadia Roark
We have abilities that ignore armor; ignoring armor with every swipe of your weapon is an entirely different ballgame, balance-wise. It would probably cut down on what little variety is left in PvP by standardizing melee weapons to an absurd and unnecessary degree. Elemental damage mods would become useless, and monks would take yet another ill-deserved hit considering everything else that's going on in the meta right now (hackbashslashlolol). It's a terrible idea, and I'm sure these mods were left out of the game on purpose. Not going to happen.
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Theres variety in pvp? Seriously? Is this why I see people who are trying out some new build get flamed by everyone in the vicinity? "Omg noob lol, check FotM noob, read some forums" Ignoring armour with every swipe of your weapon (ie, attacking with holy damage), ooh, I can do that already with Judge's Insight and Avatar Of Balthazar, all this would do would be to make it into the weapon instead of being a spell, since with JI its possible to always have it active...
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Oct 29, 2007, 06:55 PM // 18:55
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#33
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Quote:
Originally Posted by Rinadan Farhunt
Theres variety in pvp? Seriously? Is this why I see people who are trying out some new build get flamed by everyone in the vicinity? "Omg noob lol, check FotM noob, read some forums" Ignoring armour with every swipe of your weapon (ie, attacking with holy damage), ooh, I can do that already with Judge's Insight and Avatar Of Balthazar, all this would do would be to make it into the weapon instead of being a spell, since with JI its possible to always have it active...
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But nobody uses Judge's Insight. GG.
And if they introduced this type of damage, they should have a shield mod for it.
so....
/unsigned
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Oct 29, 2007, 07:16 PM // 19:16
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#34
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Lion's Arch Merchant
Join Date: May 2005
Location: Canukistan
Guild: The Eyes of Ashtabula [Eyes]
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According to Wiki, the holy damage granted by Judge's and the Dervish skills, isn't the same as a Smiter build.
Armor and level difference apparently figure into it (I'd want evidence m'self), however, double damage against at least 1 entire race (possibly two with demons) is a tad over powered.
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Oct 29, 2007, 07:20 PM // 19:20
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#35
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Quote:
Originally Posted by bpphantom
According to Wiki, the holy damage granted by Judge's and the Dervish skills, isn't the same as a Smiter build.
Armor and level difference apparently figure into it (I'd want evidence m'self), however, double damage against at least 1 entire race (possibly two with demons) is a tad over powered.
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Thats true, and if you want proof then why not go and test it?
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Oct 29, 2007, 07:41 PM // 19:41
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#36
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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 isamu kurosawa
green weapons can be fully replecated statwise by modding any weapon. what your asking for is essentially a green weapon wit the line "This weapons attacks ignore armour" stamped onto it.
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Actually, not all greens can be duplicated. And for that matter, not all holy damage ignores armor (Lightbringer's Gaze and Avatar of Balthazar, for example)
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Oct 29, 2007, 08:49 PM // 20:49
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#37
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Quote:
Originally Posted by Nadia Roark
We have abilities that ignore armor; ignoring armor with every swipe of your weapon is an entirely different ballgame, balance-wise.
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You are wrong. But yeah, if we don't have +armor vs Holy for Shield, and it deals double dmg to undead is imbalanced anyway.
/notsigned.
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Oct 29, 2007, 08:50 PM // 20:50
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#38
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Quote:
Originally Posted by Hyper Cutter
Actually, not all greens can be duplicated. And for that matter, not all holy damage ignores armor (Lightbringer's Gaze and Avatar of Balthazar, for example)
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Still, there are no armour bonus' for armour or weapons to protect against holy damage. so everyone would drop elemental mods for holy to gain an advantage against warriors, rangers, ele's and ony class using +10al Vs shields.
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Oct 29, 2007, 09:32 PM // 21:32
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#39
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Academy Page
Join Date: Sep 2006
Location: In the land of the horny gollochs.
Guild: To Rise From The Ashes [Rise]
Profession: R/W
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So, am I the only one missing the obvious way to include a holy weapon mod?
An armour bonus against holy damage would seem to be the solution...
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Oct 29, 2007, 11:24 PM // 23:24
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#40
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Quote:
Originally Posted by Rinadan Farhunt
So, am I the only one missing the obvious way to include a holy weapon mod?
An armour bonus against holy damage would seem to be the solution...
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In which case you have a weapon that gets around both a warriors inherant 20AL Vs phys and Rangers 30AL Vs elemental in one weapon.
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