Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Sep 19, 2007 6:02 am 
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Mortal

Joined: Thu Dec 01, 2005 10:39 am
Posts: 81
I don't even want to think about a swashie with high speed weapons with speed enchantments on them.

Not a good idea.


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PostPosted: Wed Sep 19, 2007 2:39 pm 
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Joined: Fri Jul 01, 2005 10:55 pm
Posts: 594
Swashies are capped at two attacks per weapon without haste aren't they? I think the problem would be the strong slow weapons not the weak fast ones.


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PostPosted: Fri Sep 28, 2007 2:27 pm 
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Joined: Thu Dec 01, 2005 10:39 am
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But speed is what affects parry. If you could enchant speed onto say, an already fast weapon, swashie's would become parrying machines and throw balance out the window.


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PostPosted: Mon Oct 01, 2007 12:31 pm 
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Joined: Fri Jul 01, 2005 10:55 pm
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Quote:
[Skills help] parry

Automatic

The first line of defense for the well-trained swordsmen is the parry. A
parry is used to block an opponent's weapon with your own weapon. If either
you or your opponent are not using a weapon, you will not be able to parry.
The accuracy of both weapons modifies the chances of a successful parry.


Accuracy, not speed.


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PostPosted: Mon Oct 01, 2007 8:16 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
The "problem" concerning this and swashies isn't the uber fast weapons they already get, but the fact that certain damaging weapons might actually be useful in the off hand.

;)

I'm really not positive of the complete impact of this on the weapons system, but it sounds like a large project that'll only band aid or amplify the problems that already exist in the stat layout. It would be interesting, at the very least, but I'm not completely sure it'd be worth the change. Why it wasn't implemented in the first place, well, I don't really know. I bet there's a decent reason for it, though.


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