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Old Sep 09, 2006, 02:26 AM // 02:26   #1
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Default 2hand suffix mods: inadequacy highlighted with spears

Preempting chapter 4: Suffix Modifiers

Factions brought a new realization: warriors weapons would not be fazed by those of assassins nor dervishes. Why? Because they are one handed, yet their mods have the same effectiveness. That is one of the reasons why warrior weapons sell for higher than say, bows, casters are able to mod +5 energy ones to get +20% enchanting and the like.

With Nightfall, the situation becomes dire with the introduction of the spear, as it is ranged AND one-handed. That removes the disadvantage of using a sword or axe (inability to pull or attack). Shields would also be linked to lines other than tactics (Strength is a nonissue, it is a primary attribute).

What am I getting at?

Perhaps daggers, bows, and scythes would be more effective if suffix modifiers were increased in effectiveness (particularly daggers).

Compare daggers to a staff or sword. Daggers/Bows can have +30HP while sword/axe/spear users can have +30 HP from the sword/axe and then another 30 from their shield. Dagger/Bow users can have +5 defense and sword/axe/spear users get 16 (shield) + 5 from weapon. Alternatively, a spear user could carry a focus for +12 energy.

If anything, at LEAST boost the daggers/scythes a bit in this respect.
+60 HP instead of +30HP daggers/bows/scythes/hammers
+10 defense instead of +5 defense daggers/bows/scythes/hammers
+14 warding and shelter instead of +7 warding/shelter daggers/bows/scythes/hammers
+10 energy instead of +5 energy daggers/bows/scythes/hammers <-- probably not good idea, it puts them on par with staves

You won't be seeing casters with 2 hand weapons, but you WILL see them with one handed weapons and focii. That is the point being addressed here. The only other two hand weapon is the staff and it has the ability to have 2 mods for a total of 60HP.

Last edited by LifeInfusion; Sep 09, 2006 at 03:27 AM // 03:27..
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Old Sep 09, 2006, 02:54 AM // 02:54   #2
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You seem to be forgetting hammers here, there also two handed weapons.

Staffs can have 20/20 or 10/10 casting bonuses on them as well while swords/axes (except flame spitter) can't. I realize wands/offhands do as well but these you don't have the ability to upgrade.

Rangers and sins may not be able to raise thier health as much as tanks, but they shouldn't be on the front lines either. Rangers bows allow them to stay out of the monsters, while sins abilities to jump in and out of battle should allow them from taking the heavy damage a tank will take while sitting on the front lines.

And if you make all the 2 handed weapons have +60 you'd have to make hammers have this as well. Hammers much larger dmg is what tanks get for thier loss in armour through no shield. Also if i remember right derversish sythes have the ability to hit more then one foe at once, and they also can cause large amounts of damage.

I see no real problem with how the current system is. It's all just part of how the different classes work.
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Old Sep 09, 2006, 03:26 AM // 03:26   #3
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keep forgetting about hammers. Thanks for the tip.
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Old Sep 09, 2006, 04:52 AM // 04:52   #4
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two handed weapons enjoy one benefit or an other comparing to sword/axe

bow has a range attack... and the range of long bow is just ridiculous... ... you can pull enemies from 1.4 aggro circle away

dagger has fast attack speed... coupled with vamp, order vamp, it's a degen machine

hammer has high dmg... creating spike dmg's....

and yes, i do agree spear seems overpowered....
faster than wands, high dmg, ability to adapt pref and suffix....
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Old Sep 09, 2006, 04:57 AM // 04:57   #5
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Quote:
Originally Posted by xiao1985
dagger has fast attack speed...
This isn't quite true...
Daggers at 0 dagger mastery have the same attack speed as a sword/axe. At higher dagger mastery you haev teh ability to double strike, which allows you to hit more times then you would with a sword/axe, but they aren't attacking any faster.
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