Shattered Kingdoms

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PostPosted: Tue Jul 08, 2008 12:20 pm 
Yes, as he said. The good weapons should stay the same as it is now, and the crappy ones should be doing like 3/4 or 1/2 based on the material.


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PostPosted: Tue Jul 08, 2008 12:44 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
As far as my proposed change to MP, I don't think it will signficantly speed up combat given the mostly agreed upon assumption that the speed of combat is currently determined by melee not spell damage.

As far as making better materials "do more damage", I don't believe that they innately should. Damage is really based on how hard the weapon is swung and how sharp it is. The advantage of material should be that you maintain that edge for longer and your weapon doesn't break. Which is what the system does now. Perhaps I have gone too far and made it too hard for normal material weapons to break during combat.

One place where I could see elite materials helping now where they currently don't is when it comes to enchanting. I wouldn't mind adding a modifier that makes it easier to avoid blowing up strong materials.


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PostPosted: Tue Jul 08, 2008 12:52 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Lotsa whining in this thread.

I'm not sure if I agree with making better quality weapons -harder- to blow up, though. Things are deadly enough already.


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PostPosted: Tue Jul 08, 2008 12:53 pm 
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Joined: Sun Nov 30, 2003 9:36 pm
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Location: Harrisburg, PA
I support giving better materials bonuses for enchanting.


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PostPosted: Tue Jul 08, 2008 12:54 pm 
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Joined: Wed Jun 25, 2008 10:10 am
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I suppose also making better weapons harder to get


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PostPosted: Tue Jul 08, 2008 12:55 pm 
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Well to be honest, it would really be the other way. I'd never make it easier to enchant things than it is now. Weaker materials would get penalties instead.


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PostPosted: Tue Jul 08, 2008 1:03 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'd be cool with that.


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PostPosted: Tue Jul 08, 2008 2:04 pm 
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Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Dulrik wrote:
As far as my proposed change to MP, I don't think it will signficantly speed up combat given the mostly agreed upon assumption that the speed of combat is currently determined by melee not spell damage.
Isn't that enough reason to consider wimping melee to be on par with spell damage?

And yes Rial, as long as enchant armor is available to all players either directly or through RPing with others, everyone has a chance to get a suit of 50 MP 30 will 30 fort and laugh at all spells, even things like FoD staves or HW scrolls or anything.

Tell me though, when was the last time you had a really sick suit? When you did, did spells hurt the same as melee damage? Or did you just laugh at all spells and only way to get hurt was direct melee?

Because trust me, from my extensive tests as my priest, that's exactly what's happening.


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PostPosted: Tue Jul 08, 2008 2:11 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I have to concur with DA. Unless you play a race with innate weaknesses to certain spells, it is very simple to be completely immune to them, or atleast be pretty much unfaced by them.

Wimp melee!


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PostPosted: Tue Jul 08, 2008 2:17 pm 
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Joined: Mon Mar 31, 2003 4:02 pm
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Its also 10x harder for warriors to get good suits of enchanted armor since adamantite is so scarce.


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