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Item Requirements & New Items |
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07-17-2008, 11:51 PM
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#1
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Seer's BFF
Flashus is offline
Join Date: May 2008
Location: Co.Kildare, Ireland
Posts: 633
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Item Requirements & New Items
OK i am starting this thread about new stats requirements and equipment. it might be another long one but i will post what i think so far.
i think there is room for a reworking of some of our equipment, giving them a secondary skill requirement. why should we only have to increase our archery for better arrows and bows and like wise for weapons.
all listed could be rare or exotic drops.
New Arrows
Poison Arrow +5% to Poison Skill also requires min lvl 10 in Poison Arrow Skill and archery
Flaming Arrow as above but relating to Flame skill
Triple Head Arrow +5% to Tri-shot also requires mion lvl 15 Tri-shot and 15 in archery
now i think you get the picture. these could be easily graduated to to higher lvls.
For weapons i was thinking of mixing these a bit.
New Weapons
Flame Sword 20% to cause buring for x amount of time equal to your Flameshot archery skill lvl, for x dmg equal to your Slash/Pierce/Crush whichever is highest.
eg Flameshot skill is 15. this will burn for 15sec
Slashing skill is 20. this will cause 20 dmg over 15 sec.
Poison Sword as above but relating to Poison arrow.
Sword of Lightning 15% decrease in attack Speed also requires skill 20 in Deul Weild.
Axe of Destruction 2H weapon 20% decrease in attack Speed requires Deaul wield 25 and requires Strength 150.
Now this got me thinking more about armour so i though about this.
Armour
Magma Armour requires 25 in suiting and also 20 in flamshot causes 10% of dmg when suffering a melee attack back to attacker.
like my other thread i will post more when it comes to mind.
hey jeff dont forget my idea about Class Specific Armour sets with Bonuses.
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07-18-2008, 02:18 AM
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#2
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Epic Scholar
Hopilus is offline
Join Date: May 2008
Location: United States
Posts: 1,455
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and for staves....you could have like a white magic stave, where you have to have X amount in white magic, and X amount in staves. and it gives a boost to all white magic. same for the rest.
actually, not a half bad idea.
kudos
__________________
The war is waged, the battles are fought, the Angels and the Demons vow that none shall be left standing. Compassion, never to be seen on the battlefield, one lone angel left standing at the battle's end, sword against her foes throat, tears in her eyes, for her fallen comrades and the slain enemies around her, staring into the eyes of the last demon, lowers her sword, a single act of compassion and mercy, never to be forgotten.
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07-18-2008, 02:45 AM
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#3
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Guest
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Interesting. I would totally get one point in Flameshot for the Flaming Sword and then 100 in Slashing.
100 damage over 1 seconds. Hell yes.
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07-18-2008, 05:03 AM
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#4
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Auction Master
doctor-warlord is offline
Join Date: May 2008
Location: Denmark
Posts: 1,276
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sounds like some really good ideas
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07-19-2008, 04:43 AM
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#5
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Seer's BFF
Flashus is offline
Join Date: May 2008
Location: Co.Kildare, Ireland
Posts: 633
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New Shield
how about a spiked shield that does x amount of dmg equal to your parry skill when you successfully parry an attack
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07-19-2008, 04:59 AM
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#6
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Guest
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Quote:
Originally Posted by Flashus
New Shield
how about a spiked shield that does x amount of dmg equal to your parry skill when you successfully parry an attack
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To parry is to block with your weapon, not with your shield.
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07-19-2008, 06:40 AM
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#7
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Seer's BFF
Flashus is offline
Join Date: May 2008
Location: Co.Kildare, Ireland
Posts: 633
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i know that i am just throwing new equipment ideas around that is all.
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07-19-2008, 08:20 AM
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#8
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Seer's BFF
Nurvus is offline
Join Date: Jul 2008
Posts: 583
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I agree with weapons improving skill effects, but I disagree with weapons defining whole effects themselves.
So there might be some fire gems giving flame damage to weapon for a while, and so on, and then that damage might be limited/affected by the Flame Shot skill, making even meleers wanting to max that skill.
Maybe that skill might have a slightly different name, Imbue Flame or something =)
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07-19-2008, 09:07 AM
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#9
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Seer's BFF
Flashus is offline
Join Date: May 2008
Location: Co.Kildare, Ireland
Posts: 633
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Quote:
Originally Posted by Ehlmaris!
Interesting. I would totally get one point in Flameshot for the Flaming Sword and then 100 in Slashing.
100 damage over 1 seconds. Hell yes.
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that wouldn't work as i was suggesting a min lvl in flameshot and not just 1 point in it.
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07-19-2008, 09:21 AM
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#10
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Seer's BFF
Nurvus is offline
Join Date: Jul 2008
Posts: 583
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Actually, the way to make it balanced, would be to make the damage based on the lowest between Flaming Shot and the Weapon skill your weapon uses, over a X seconds.
So whether you have 100 Flaming Shot and 20 Slashing, or 20 Flaming Shot and 100 Slashing, you add 20 fire damage over X seconds with your Slashing weapon attacks.
Furthermore, if this damage stacks, then the actual amount of damage over X seconds added to your attacks, should be the skill based amount said above, divided by the "average, neutral" delay of weapons, then multiplied by the actual delay of a weapon.
So if 20 is the "average" weapon delay, and your weapon has 10 delay, it adds less fire damage than usual. If it has 30 delay, it adds more.
To make it somewhat balanced.
Otherwise, if the effect stacks and the added damage doesn't change according to the weapon speed, everyone wants extremely fast weapons...
Once again, I disagree with items working like completely new skills of their own...
Let Gems and Skills do that.
If you want melee fire damage, then let there be a gem for that.
If you want your armor to deal back some fire damage when hit, let there be a gem that does that.
What I mean is, perhaps we're missing Buff gems.
Last edited by Nurvus; 07-20-2008 at 11:13 AM..
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