Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 9:11 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 69 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7

Should MR affect magical weapon damage?
Poll ended at Sun Jan 06, 2013 9:56 am
No, that's too strong. 58%  58%  [ 15 ]
Yes, it's fine the way it is. 38%  38%  [ 10 ]
Yes, but not as much as it does now. 4%  4%  [ 1 ]
Total votes : 26
Author Message
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 3:07 pm 
Offline
Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
If I'm wrong, I'm wrong. Like I said, I wasn't trying to suggest that those who disagreed with me were wrong. I was merely trying to express my surprise that I could be resisting magical attacks and still take so much damage.

But, hey, I've been wrong at least once before.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 3:26 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
If you don't have defensive buffs, you take a lot of damage.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 4:47 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
help griffon wrote:
Their fur hide makes them resistant to minor wounds, and they shake off both cold and acid with ease.

Sorry, Opey.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 5:14 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
But since the MR griffon was resisting 100% of the cold damage anyway, it shouldn't have mattered.

I just don't like the -need- for carrying around an extra weapon just to deal with MR barbs, because they're half or totally immune to the best the game has to offer. It especially annoys me when considering the Hammer of Light, because hello, it's a hammer of Light. It's their cabal's namesake and it's absolutely useless against anyone who has trained MR.

Whatever though. As long as enchanted MR doesn't help with physical attacks, then enchanting for MR will be brought back into line. Otherwise it's a huge benefit.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 5:56 pm 
Offline
Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Edoras wrote:
I just don't like the -need- for carrying around an extra weapon just to deal with MR barbs, because they're half or totally immune to the best the game has offer.

Even if MR barbarians didn't exist, it would still be foolish to have a magic damage type weapon as your one and only weapon. This is not a valid argument.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 6:18 pm 
Offline
Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
help griffon wrote:
Their fur hide makes them resistant to minor wounds, and they shake off both cold and acid with ease.

Sorry, Opey.


Lol. The practical reality of that "racial bonus" is effectively nil.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 6:24 pm 
Offline
Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Dulrik wrote:
help griffon wrote:
Their fur hide makes them resistant to minor wounds, and they shake off both cold and acid with ease.

Sorry, Opey.


The sad reality is I checked the help file before I wrote that. Oh well, wrong again. :sleepy:


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 7:45 pm 
Offline
Mortal

Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Here's a crazy idea that won't go anywhere: why do we treat the elements as magic? If I smack you with a gob of metal (i.e. Earth), its going to hurt. If you stay under water long enough, is MR going to protect you from drowning? If walking over lava or getting hit with magma hurts, why does MR keep a fireball from burning you? Why does a MR griffbarb struggle to fly in hurricane winds? Shouldn't it just get healed by all that air? Warlocks may use magic to wield the elements, but they themselves really shouldn't be considered magic and aren't in many cases.


Top
 Profile  
Reply with quote  
 Post subject: Re: MR and magical weaponry
PostPosted: Fri Dec 28, 2012 8:24 pm 
Offline
Mortal

Joined: Sun Nov 18, 2012 12:49 pm
Posts: 258
zryych wrote:
Here's a crazy idea that won't go anywhere: why do we treat the elements as magic? If I smack you with a gob of metal (i.e. Earth), its going to hurt. If you stay under water long enough, is MR going to protect you from drowning? If walking over lava or getting hit with magma hurts, why does MR keep a fireball from burning you? Why does a MR griffbarb struggle to fly in hurricane winds? Shouldn't it just get healed by all that air? Warlocks may use magic to wield the elements, but they themselves really shouldn't be considered magic and aren't in many cases.


Guess if you want to get fluffy about it, it would seem magma, fball, etc are all 'conjured' abilities that wouldn't exist without being magical infused. Thus giving the mr barb/eq to negate it's potency.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 69 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 61 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group