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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 7:48 am 
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Mortal

Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
Good luck getting more than 5 damage enchantments on anything anymore. Accuracy helps with to-hit now, doesn't it?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 7:56 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
But can't you add 5 damage to something that already comes with innate damage/to hit?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 8:01 am 
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Mortal

Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
Yeah. This change added a huge emphasis to only using stuff with innate enchantments.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 9:00 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
No weapon starts with more than 4 enchantments on it save some that can be counted on one hand. This means that for a dagger, you are going to have to bust your butt to get just 8 damage enchantments, and that's with no accuracy. Eight damage+eight to-hit used to be above average, and now you have to settle for just the damage, meaning that you're probably going to get dodged and miss even with the most accurate dagger subtype, and it's at best going to do the same or less damage as a well enchanted dagger before the change.

As best as I can tell, innate enchantments versus added enchantments don't matter on weapons. This means that stacking damage on daggers is no more likely now than it was before, except now you don't even get the to-hit bonus.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 9:02 am 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Straight dagger is one of the most accurate, and damaging weapon subtypes. I don't know why there's any complaining. There's also a ton of ways to boost your accuracy that don't include enchant weapon.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 9:20 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Being an accurate subtype doesn't mean that much when you have zero enchantments for accuracy on the weapon.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 9:41 am 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Weapons had 0 enchantments to accuracy before. I don't see what the problem is.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 9:50 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
They did have to-hit, which made you less likely to straight up miss. That's going to happen a lot now with circles against people with high AC.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sat Dec 01, 2012 10:32 am 
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Mortal

Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
If they have high AC, and I don't know if this did this before, but accuracy enchant actually....helps pierce armor, just saying that now you have to think about specializing in who your going to kill. If your going up against alot of heavy armor people with a lot of AP, stack accuracy that might provide new results. Just thought I'd point it out in case anyone missed it.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 4:33 am 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Has there been a tweak after 1st implementation ?

Items boom too fast. Others have said it too.

There are no pieces with AP and trying to get it, the item booms. You can't protect from melee.


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