Few questions, I haven't played in quite a while, and didn't ever really play a class that had to worry to much about subtypes after the system came out.
1. Does weapon speed affect anything at all, other than the amount of attacks you get with the weapon?
2. Does accuracy have a cap? Or could you hypothetically get so much accuracy that you parried every attack and never missed an attack? (I know this isn't possible, but hypothetically speaking)
3. Is weapon speed relative based on the number of attacks a class gets? Or is it simply standardized across the board?
IE: A Falchion in my experience gives a solid 3 attacks a round, sometimes 4, without finesse or specialize. So if you're a merc with 4 attacks, you max out at the 4, with 3 being your normal. If you are a paladin with only 3 attacks however, do you usually get 2, and max out at 3? Or since it's a 3 attack weapon for the mercenary, does that also make it a 3 attack weapon for the paladin? Even though his maximum capacity for attacks is only 3?
4. Swashbucklers only get 2nd attack. They gain 4 attacks by attacking twice with each hand. Does this mean that they can use really slow weapons like longswords and still get 4 attacks easily? 2 with the mainhand, 2 with the offhand? Or do they still need to use exceptionally fast weapons to get all 4 attacks?
If weapon speed only affects the speed of the weapon and nothing else, perhaps it should like affect parry chance along with accuracy? The faster your weapon is, the faster you can recover from an attack and get it up to parry incoming blows.
Also, perhaps weapon damage should affect chance to be parried as well. Usually the highest damage weapons are large, and quite heavy. I just don't see something like a Sai parrying a great-axe with ease, simply because it's more accurate.
I do agree with Rial though, weapons of better material, despite being the same subtype, should still do more damage than weapons of an inferior material. Wood simply cannot gain as sharp an edge as diamond can, etc...
I think all weapon subtypes should have tiers for damage based on material, and compare the same as they do now to other subtypes, but be tiered based on material.
IE:
A mithril Epee is here.
A wood Epee is here.
A mithril Lance is here.
A wood Lance is here.
A mithril epee looks equally accurate as a wood epee.
A mithril epee looks equally deadly as a wood epee.
A mithril epee looks equally fast as a wood epee.
A mithril Lance looks equally accurate as a wood lance.
A mithril Lance looks more deadly than a wood lance.
A mithril Lance looks equally fast as a wood lance.
A mithril epee looks more accurate than a mithril lance.
A mithril epee looks less deadly than a mithril lance.
A mithril epee looks faster than a mithril lance.
A mithril epee looks more accurate than a wood lance.
A mithril epee looks equally deadly as a wood lance.
A mithril epee looks faster than a wood lance.
That way, whenever you get a really good material weapon of one subtype, even if it is usually inferior damage to another weapon of a different subtype when made of the same material, it becomes significally more deadly than that same weapon when made with a [REDACTED] material.
Maybe not something so drastic as an epee being more deadly than a lance, no matter what the material, but for instance, I could definately see an energy/adamantite katana, doing more damage than something like a copper longsword. Even if that same katana would do less damage when made of copper.
I think material should only affect damage though, not accuracy or weapon speed.
But this would encourage people to once again go after the previously highly sought after energy/adamantite weapons, even if they have less than desirable subtypes, simply because the material they are made out of would significantly up there damage, when compared to all the cold iron/tanso steel crap that people are running around with now a days.
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