Feb 14, 2007, 04:47 PM // 16:47
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#21
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Ascalonian Squire
Join Date: Feb 2007
Location: australia
Guild: Rendered Eternal [SouL]
Profession: Mo/Me
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OR and ELSE modifiers
for all you programmers out there, why not have OR and else modifiers? such as 15^50 dmg else +20% while hexed? 15^50 or +20 while suffering a condition? i know it seems a bit to fit in the item window, but still sounds like a nice idea, how many times have you gotten a max dmg req 9 chaos axe thats had a useless dmg mod on it? too many for me im afraid....
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May 24, 2007, 11:18 AM // 11:18
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#22
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Academy Page
Join Date: May 2006
Profession: R/Me
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I would like to see weapon mods dependent on the requirement. So to give a bit justice to req 13 weapons that go to waste but are good.
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May 24, 2007, 11:05 PM // 23:05
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#23
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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[card]Resurect[/card]
where did this thread come from?
Last edited by Mr. G; May 24, 2007 at 11:09 PM // 23:09..
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May 31, 2007, 04:57 AM // 04:57
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#24
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Academy Page
Join Date: Dec 2005
Profession: W/
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Currently, we have an equipment modification "...of enchanting" that adds 20% (max) duration to enchantments. We have many modifications that both increase the duration of a caused condition and decrease the duration of a suffered condition. We have an insignia that reduces the duration of a suffered hex by 20%. I propose that we expand these types of modifications to cover more skill types.
"...of Suffering": Increase duration of hexes by 20%
"...of Amplification": Increase duration of shouts and chants by 20%
"...of Steadiness": Increase duration of stances by 20%
"...of Utility": Increase duration of preparations by 20%
"...of the Druids": Increase duration of nature spirits by 20%
"...of the Mists": Increase duration of binding rituals by 20%
"...of Soulsmithing": Increase duration of weapon spells by 20%
I'm sure I missed some somewhere.
Also, we have shield and focus damage reduction modifications based on being enchanted, in a stance, and hexed. Why not shouts/chants? I always wondered why paragon shields didn't come with a -2 dmg while under the effect of a shout or chant modification.
And the glaring lack of ranger weapons of any attribute other than Marksmanship has already been well documented.
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May 31, 2007, 08:37 AM // 08:37
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#25
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Krytan Explorer
Join Date: Mar 2007
Profession: N/Me
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Quote:
Originally Posted by Arkantos
Holy dmg=Ignores armor.
15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.
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Smite-skills can, yes, but weapons never. Holy damage is good because it doubles against undead and there is no single protection against it, be it a shield or an enchantment.
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May 31, 2007, 09:01 AM // 09:01
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#26
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<3 Ecto
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/signed for zealous upgrade one
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May 31, 2007, 09:08 AM // 09:08
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#27
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Originally Posted by Vyral
Currently, we have an equipment modification "...of enchanting" that adds 20% (max) duration to enchantments. We have many modifications that both increase the duration of a caused condition and decrease the duration of a suffered condition. We have an insignia that reduces the duration of a suffered hex by 20%. I propose that we expand these types of modifications to cover more skill types.
"...of Suffering": Increase duration of hexes by 20%
"...of Amplification": Increase duration of shouts and chants by 20%
"...of Steadiness": Increase duration of stances by 20%
"...of Utility": Increase duration of preparations by 20%
"...of the Druids": Increase duration of nature spirits by 20%
"...of the Mists": Increase duration of binding rituals by 20%
"...of Soulsmithing": Increase duration of weapon spells by 20%
I'm sure I missed some somewhere.
Also, we have shield and focus damage reduction modifications based on being enchanted, in a stance, and hexed. Why not shouts/chants? I always wondered why paragon shields didn't come with a -2 dmg while under the effect of a shout or chant modification.
And the glaring lack of ranger weapons of any attribute other than Marksmanship has already been well documented.
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All nice ideas in theory - though the spells as they are aren't balanced to have longer durations and would need to be adjusted.
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May 31, 2007, 09:18 AM // 09:18
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#28
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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yeah, let's add a bunch of random crap that ruins what's left of game balance, good idea.
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