Posted by Lagmonster on 03/07
Right now, weapons are classified slash/pierce/bludgeon, etc., and
are only affected by that one stat it is classified for. How
about giving each weapon all of those stats, but instead, changing
the quality of the weapon depending on which combat stat you
want to use wielding the weapon. For example, a wormtooth dagger
would be a q5 piercing weapon, maybe only a q3 slashing weapon, and
probably a q0 bludgeoning weapon, whereas a trident could be a q4
piercing weapon, q5 str weapon, and say, q3 bludgeoning weapon.
These classifications could lead to people wielding a weapon with their
best fighting stat regardless of the type of the weapon (tho depending
on the weapon, it could be not as effective) and/or the ability
to wield a weapon using more than one fighting stat--if you had a
huge warhammer, for example, you would use both str and con.
Lagmonster
From: Mondain
Saturday, February 22, 08:24PM
I think that lagmonster has a great point, I'd also like to see more enchanted
weapons out there, such as a dagger or sword enchanted with see invis, or maybe
protection from fire. There needs to be a larger variety of high level weapons
out there so that everyone isnt wielding a wormy, baton, brahman, or trident.
From: Diet
Sunday, February 23, 04:23PM
Yeah, it is a great idea! Maybe even some weapons (SL ones maybe)
could be like Q4 for all 3 styles, and cast blind, ahh, kst kidding,
it could cast weaken, clumsy and -10con randomly, and at a low
percentage, so you would get not too many attackts (its Q4),
but hte specials make up for it
just a thought
Diet
From: Drax
Tuesday, February 25, 06:45AM
I think that these are really great ideas. I would really like to see more high
level weapons available.
Right now all that you see are wormy's, Brahman, tridents, batons etc. There
should be some more variety. If that involves making weapons magical or
enchanted then do it.
The only problam I see, is that the mud is based on history. That maked
justifying magical weapons a little difficult. But not impossible. (Excaliber
for example) Just my 2 bits.
From: Morwynn
Tuesday, February 25, 06:04PM
I like the idea of letting different weapons be made for multiple stats...but
there is an inherent problem in this idea because many dex fighters(not all),
but many don't have another fighting stat that is useful enough to balance
Or they may simply not be strong enough to carry a heavy weapon.
I do agree that some new weapons would be nice, I happen to like the one I have
now, even if it lowers my total number of attacks
Morwynn
From: Rufus
Wednesday, February 26, 05:38PM
High level weapons, I'm assuming you mean the higher rent, q5 type (and even
some q4 type weapons I believe are some of the nicest in the game) weapons.
Well, I don't have exact numbers in my head, but I believe that there are
well over 50 q5 weapons in the game, just not all of them are the low weight
(read: 5kg) weapons.
As to spell affects, we saw the detrimental affect of having blindness on
a weapon, and I don't think you will ever see a weapon autcast that spell
ever again. There are TONS of autocasting weapons in the game and some you
end up paying a fine sum of rent for.
As to multiple Q levels for a single weapon based on wield stat, there are
two main problems. The first is if a weapon is a q5 dex weapon and a q4
con weapon, how do you tell it which stat to use if say your dex and con
are equal or your con is higher? The next major problem is that it would
take some major rewriting of object code. I don't see a simple (honestly,
I don't even see a complex) solution to it. There are increasingly more
weapons coming into the game with a secondary damage type (such as Nuada's
sword, hippo-hide whips, hound's bloody claw) that can be a different type
from those that are the primary wield type of the weapon. Those attacks
only get evaluated once and have nothing to do with your stat in them (
as they hit if any one of the primary attacks hits) -- it also alows for
items to dual cast (autocast two spells).
Honestly, I don't see differing q levels on the same weapon happening,
I don't see a practical method for implementing it.
As to the variation on high-end weapons, personally, I'd like to see more
mid-end weapons as there are very few weapons in the q1-q3 range. Also keep
in mind, people have, for a long time, considered a q0 weapon a mediocre
weapon. Q0 is average quality, Q's can actually go to -5, though there are
few, if any weapons on the mud with Q's in the - range. =)
-Ruf
From: Warke
Friday, March 07, 05:03AM
I know with 100 weapon stat (with no weapons skill) and a q0
weapon (the newbie club) you get 2 swings. Which makes me believe
that as long as the weapon is light, a q0 with 100stat/expert
should not be that bad if it had some kind of spell on it.
If dual-cast can be easily implemented, what are the possibilities
of having a detrimental weapon, say, that will cast immolate
either to the target or the wielder, but lowering their rent?
Or just having them cast immolate against target with random
chance to sloth yourself, or whatever, but not having the killer
7k rent on them.
About having multiple q ratings on a single object, maybe
we could divide the wield command to 3 smaller commands for the
weapon to be used with a particular stat.
I was mostly asking, however, for a weapon that would let
the wielder take advantage of a secondary combat stat that
has been raised considerably, such as having 100con/dex,
100dex/str, 100str/con, etc., and some way to make up the
number of swings on a heavier weapon if you had high strength.
As of now, having 100 str alone does not even give you 1
damroll when wielding a 9-swing weapon, and I thought it was
seriously unfair for damroll to disappear like that, giving
a str fighter with a 9swing weapon no advantage over a dex
fighter with 9 swings.
Warke
p.s--how exactly does "blocks an attack" work? does that
eliminate 1 successful swing or a number of successful
swings? If it blocks only 1 successful swing, more swings
definately seem to have the advantage, even if simple math
says that the total damage adds up. Also, how exactly is
the spell-casting thing determined? Per swing? Per
successful hit? Per round? I never seen two immolates in
one round even after landing all 9 hits, so there must
be a cap of some sort...
From: Warke
Friday, March 07, 05:16AM
Also, the fact that ppl prefer certain weapons over others
gets determined a lot by the stat bonus they give--if the black
serpent gave me the same bonuses as the wormy, all my unclanneds
would be wielding the serpent dagger... Some weapons like the
dolch have good stat bonuses, but otherwise not interesting enough
to use, or weapons like the wit (my favorite) that has good weapon
qualities but lacking in stats/special effetcts.
With the addition of more HoL mobs, can we get weapons that even
give the same stat bonus, simply differing in q's or special effects?

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