timeley wrote:
Just change it so all weapons have to equal 0 between the three attributes.
IE, set a baseline for dmg/acc/speed (say 7) and anything under 7 is minus that number, anything above it is + that number, and 7 is zero.
So there would be no best. The average would always be 0 (it must be zero), and thus, you would no longer have a best overall, but bests in certain situations and it'd even out this whole thing.
I would like to suggest that material and level of weapon should increase its overall damage, however. So the damage done now by a level 50 merc with a level 5 wooden spear would be less than what he'd do now, but a level 50 merc with a level 50 adamantite spear be the same as it is now with any spear.
This way, still elite weapons, but its not a 'must have'.
Sorry charlie, this absolutely positively wont work under the current system.
Some weapon types are basically flagged as rare and get to have a higher statline first off. For an example, see trident pre-nerf.
Also, not every part of the weapon statline is created equal. For instance, speed is worthless unless it gets you to an extra attack. Let's say haste adds 2 to speed for the sake of making this easy. Let's also say that every 4 points of speed is an attack. So for instance anything over just baseline speed gets 2 attacks. That means that if something is already at the limit of 2 or 3 attacks, at 8 or 12 speed than 2 more is useless. That also means that a point into speed at those junctures for those weapons is also equally useless. 8 speed and 9 speed are absolutely the same thing in practice. You can already see this in many weapons that compare as faster, but never reach another attack over their counterpart even with GM haste.
So what does that mean? Speed is inferior to the rest? Not exactly. Just some points in speed are inferior to points elsewhere. Basically, point 9 and point 11 are both wasted points because neither of them will ever give you another attack in this example, whereas with acc/dam every point effects you. Makes it easier to parry/hit or does more damage.
Not all of the stats are created equal, and this is an inherent flaw in the system. Like I said, with the current system the only way to achieve balance is to make all weapons the same mediocre equal. As long as short swords are worse than long swords people are going to use long swords over short swords pretty much no matter what. This means builders are either going to build long swords or add in useless weapons. The same goes for every other weapon type, people are going to use the top 3 weapon types and nothing else except for special exeptions where this is no alternate such as reach weapons for priests/shamans in leveling.
In the past there were 3 groups of weapons, rp trash, good weapons, elite weapons. The RP trash was pretty much just the random steel weapons you'd see on leveling NPCs. Good weapons ran the gamut from gigantic naginata/yari/magari yari, tanso weapons once they came out almost all fell into this catagory, some of the mithril weapons, and a lot of also rans like jade daggers/serrated swords/spiral swords for leveling until you hit things with supernatural hide. The elite weapons were named weapons and other unique or demi-unique creations. Velshar/HHL/Mottled/Ritual/Black Death/Headchopper/ETC. There was no problem with this system, at all. Any time a new weapon was too crazy it got stealth wimped a bit, however there was plenty to compare it against to build something great, but not game breaking.
Since everything of a certain weapon type is now exactly the same, it doesn't matter if that unique weapon you built is in an RP sense the bees knees, unless you make it one of a few subtypes its going to be inferior to another weapon based on weapon type alone.
Once again, there is basically no benefit to the weapons system that I can see that couldn't be added to the old weapon system, such as flags for backstabbable independant of damage type and reach flags the same way.