Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Nov 12, 2006 10:15 am 
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Location: Newton, MA
You're missing the point that speed isn't everything, a good damage and accuracy is far superior to a great speed and crap damage/accuracy. Sure you might hit someone five times a round hasted/furied but only 1-2 of those are going to hit. Meanwhile with the axe you are getting 3-4 attacks a round and the same 1-2 or more attacks will hit, but with the axe they will do a HELL of a lot more damage.


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PostPosted: Sun Nov 12, 2006 10:16 am 
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Location: Not in the south anymore. Woohoo.
I'm not talking about pk. I'm talking about NPCs that are a perfect match or lower. It's about that fact that axes suck. Don't just tell I just suck at pk. Someone please tell me how axes can stand to sword without magics. You people need to stop attacking me and my character. If you don't like me that much. go make that topic about how much i suck and my character sucks. I wanna talk about axes.

Quote:
a good damage and accuracy is far superior to a great speed and crap damage/accuracy. Sure you might hit someone five times a round hasted/furied but only 1-2 of those are going to hit.


Thats a damn lie and you know it. I'm ready to test this theory right now. If someone wants to put a few characters in hell with a few axes and swords and prove this. I'll do it today.


Last edited by B00ts on Sun Nov 12, 2006 10:18 am, edited 1 time in total.

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PostPosted: Sun Nov 12, 2006 10:17 am 
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Leveling is simply better with a 1hander and shield because you take less damage, I wouldn't use a two hander against anything that does significant damage training.


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PostPosted: Sun Nov 12, 2006 12:36 pm 
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Location: Redwood City, California
If we made all weapons good at everything, there wouldn't be any point in having weapon sub-types. Some weapons are set up to be better at some things than others. In the case of axes, they tend to be slower but at least as accurate and more damaging than other weapon types.

This profile does tend to play best with characters who do not normally get more than two attacks anyway. But there are also certain situations where the axe profile will do well even for a high attack warrior. At GM, your barbarian fury may reduce the difference in attacks between a sword and axe to only one per round, in which case the axe may prove best.

Pretty much everything I've just said has already been said elsewhere in this thread. I am just summarizing it and stating it as an impartial developer. I am receptive to tweaking axes but there are a lot of experienced players here who are of the opinion that they are okay. These people are not saying that just to spite you, B00ts. They are using the weapon too.

SK's complexity is not always newbie-friendly, but it proves that skill matters. In a game whose tagline includes 'Tactics', that's important.


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PostPosted: Sun Nov 12, 2006 1:03 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Miami, FL
I'm going to be a jerk, but.

B00ts joined: 21 Jul 2006
People telling him wrong: 2003 or earlier.

... And you wonder why we aren't taking you seriously? You are being honestly told by a large number of veteran players that your idea on axes sucking is wrong. Haste and giant strength, whether you care to admit that they are huge assets when playing a melee character, factor into this decision. Axes are GOOD.

They are good for barbarians if you want completely absurd damage output (w/greataxes... bless, haste, giant strength, frenzy, fury -- and if you're in the Hammer, horses are cool). For mercenaries, replace fury with specialize. Ouch.

If dwarves could be swashbucklers... oh boy. Axe love.

They are good for shamans because they already get low attacks per round to begin with, so giant strength, haste and bless make it very nice to have a good axe.

Hellions and Paladins could get use out of them because, as it is said, highest damage and sixth best accuracy, and you only get one attack a round when you're casting with combat casting.

It's really sad that when playing a shaman, I never seemed to have any problem whatsoever with axes, even before GM. You're a class that should be cleaning house with insane amounts of damage and complaining.

Also, to be fair, I think greataxe damage at 3 attacks per round may be on par with or right under some people who can cough up 5-6 attacks per round -- because I suppose come as clean +# and are less dependant on dice rolls. I think most of the damage someone deals would actually come out of that as opposed to dice rolls, which is more or less how you get damage in D&D (by having huge +damage). HOWEVER, magic protection would apply PER HIT, so your BIG HITS are actually BETTER than a lot of their SMALL ONES.

SO. You're wrong.


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PostPosted: Sun Nov 12, 2006 3:01 pm 
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Location: Not in the south anymore. Woohoo.
It's more like two handed axes are 1d12 and two handed swords are 3d6.

Like I said. I'm willing to throw a couple of characters in hell with some axes and sword to prove it.


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PostPosted: Sun Nov 12, 2006 3:28 pm 
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Location: Spokane, WA
Hey Boots, any testing will not work if you do not know how to build the char properly. Find someone that does know how and get their advice first on how to do that. Otherwise, your tests are meaningless


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PostPosted: Sun Nov 12, 2006 4:51 pm 
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You havn't even seen my stats, so how would you know. And yeah, having more experienced players in on the test, this would help.


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PostPosted: Sun Nov 12, 2006 4:55 pm 
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Joined: Wed Apr 24, 2002 11:51 am
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B00ts wrote:
You havn't even seen my stats, so how would you know. And yeah, having more experienced players in on the test, this would help.


Ever stop to consider that maybe axes are fine, and you are the one that sucks? Yeah, I didn't think so.


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PostPosted: Sun Nov 12, 2006 5:00 pm 
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Location: Spokane, WA
Dude, if you think a build is just stats, then your tests will fail.


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