Mar 23, 2006, 08:24 AM // 08:24
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#1
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Boost Zelous mods for Hammers
Running Zelous mod on a Hammer Warrior is redicilous, all other mods increase for hammers but not zelous. You actually end up with less energy usually.
While +2 energy per hit is a bit overkill, 1.5 would be nice to have and would be balanced i think (Can the game cope with 1.5 gain per hit?)
If it cant do 1.5 energy per hit then maybe add in a 50% chance to gain an extra 1 energy
Opinion?
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Mar 23, 2006, 08:51 AM // 08:51
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#2
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Game doesn't like decimal figures. It's why stuff like Expertise ends up working by breakpoints. Decimals are rounded up or down.
And you're right, a +2 energy mod for hammers is overkill. Think about it - what are you doing when you equip a Zealous modification? You are, in effect, trading away a 1/3 Energy per second for whatever the Zealous mod can fuel. Now, in order for the Zealous mod to break even, and thus be worthless, youd have to only land a hammer blow once every three seconds. I don't do Warriors just yet, so I might be mistaken, but...a hammer's autoattack rate is a whole lot higher than one blow per second.
So long as you're pounding on something, even without an IAS stance, you're gaining Energy at a rate well above that of the lost pip of regen. Yeah, it works out better for swords, axes, and faster-striking bows, but even hammers can wring a powerful advantage from a Zealous mod. Especially since they already outpace normal weapon damage by a fairly considerable margin.
So yeah, Zealous mods are fine even for hammers. It's just a matter of calculating what you're losing and gaining when you use it.
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Mar 23, 2006, 09:31 AM // 09:31
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#3
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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No its not fine for hammers, they have the most energy dependant skills and have the slowest hitting weapon and the zelous mod deosnt scale like the Vampiric Mod does. Which atm is the only mod to run on a hammer as other options just dont make sense.
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Mar 23, 2006, 11:14 AM // 11:14
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#4
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Krytan Explorer
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and it will even become worse with the intended upgradeoption to foci, shields and wands (so offhands) in chapter 3.
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Mar 23, 2006, 11:40 AM // 11:40
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#5
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Banned
Join Date: Apr 2005
Location: In my head
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Quote:
Originally Posted by Renegade ++RIP++
and it will even become worse with the intended upgradeoption to foci, shields and wands (so offhands) in chapter 3.
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Offtopic: Where did you hear about that upgrade option?
Ontopic: It is true that zealous hammer mods are inferiour to the axe, sword and even bow zealous mods. The zealous hammer mod isnt scaled to the slower hammer rate making it almost worthless. Hammers hit for 1 swing per 1.75 seconds which makes you come out ahead in energy but you practically have to be hitting all the time to make the mod worth using...but as we all know you're never hitting all the time.
At least with axes and swords, you can hit fast enough to make up for the lapses of not hitting. Sadly I dont think there's anything they can do about it...as you all mentioned, 2 energy per swing MIGHT be overkill. And it seems like 1.5 isnt possible.
Last edited by Eet GnomeSmasher; Mar 23, 2006 at 11:43 AM // 11:43..
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Mar 23, 2006, 05:11 PM // 17:11
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#7
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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A hammer currently provides 1.7 pips of energy while swinging away, at a cost of 1 pip, for 0.7 pips profit.
A sword/axe generates 2.25 pips, at a cost of 1, for 1.25 pips profit.
1.5 per swing for a hammer would add .85 pips per swing, while swinging. That would result in 2.57 pips generated, with a cost of 1 pip, for 1.57 pips while swinging normally. Even 1.5 energy a swing would be too much for a hammer to keep it in line with axe/sword. You would get about the right rate with a 4/3 energy per swing. This could be done by making it 1 energy per swing, with a % chance of an additional energy. Setting it at 30% or so gives you the 2.25 pips a sword generates.
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Mar 24, 2006, 07:05 AM // 07:05
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#8
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Quote:
Originally Posted by Epinephrine
A hammer currently provides 1.7 pips of energy while swinging away, at a cost of 1 pip, for 0.7 pips profit.
A sword/axe generates 2.25 pips, at a cost of 1, for 1.25 pips profit.
1.5 per swing for a hammer would add .85 pips per swing, while swinging. That would result in 2.57 pips generated, with a cost of 1 pip, for 1.57 pips while swinging normally. Even 1.5 energy a swing would be too much for a hammer to keep it in line with axe/sword. You would get about the right rate with a 4/3 energy per swing. This could be done by making it 1 energy per swing, with a % chance of an additional energy. Setting it at 30% or so gives you the 2.25 pips a sword generates.
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So can we agree that a 30% chance of an extra 1 energy per hit would be good? or something around that value so that its balanced.
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Mar 24, 2006, 04:00 PM // 16:00
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#9
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Lion's Arch Merchant
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The PvP KD warriors all have to be loving this idea. This would, however, make people at least consider using a hammer in PvE.
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Mar 24, 2006, 07:00 PM // 19:00
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#10
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Hammers are already broken enough as is.
One hammer warrior can shut down any other character for 5 seconds and do 300 damage at the same time. We don't need their skills to be free as well.
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