Shattered Kingdoms

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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 6:14 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
So still this then is my guess.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 6:16 am 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
Sounds like there may be a bug here.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 6:16 am 
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Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
I think that specific bug has actually gotten worse.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 10:44 am 
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Joined: Tue Aug 12, 2008 10:23 am
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Location: Gulf Breeze
A little hazy on the old formula for speed stacking so feel free to make corrections. I thought it was passive speed boost [fury -8 > added speed -5 > haste source -herb-3]

It sounds like innate+added speed stack just fine, but adding a haste source that exceeds the added runes is cancelling out both innate and added speed.

I have not tested this though, just a theory.

Edit: I've been told that haste sources do not stack with added runes, but still stack with innate.


I was thinking today on the Subtypes. With massives, there really isn't a trade-off. They are simply too good to pass up.
What if certain subtypes were a counter to massives? Either by cancelling out the bypass bonus to shieldblock/parry or boosting those abilities when wielding those subtypes. This would provide new defensive options while still allowing people to have their offensive massive if they prefer it.


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