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-   -   Magic Items under CBM (http://forum.shrapnelgames.com/showthread.php?t=44719)

Sir_Dr_D January 22nd, 2010 10:22 PM

Re: Magic Items under CBM
 
For the wraith sword I have the following suggestions:
- raise its basic stats the same amount that most two handed weapons should be raised.
- Give it either a secondary effect of area fear, or a secondary effect of weakness. Or does the current life draining ability already count as a secondary effect?

Sombre January 22nd, 2010 10:35 PM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Sir_Dr_D (Post 727700)
I have a question about what #type and #weapon, or #armor do for magic items. Would it allow us to say the bloodstone is a weapon or armor, and in addition to what it normally does, also have the ability of the armor/weapon?

Yes any item can be defined as granting weapon and/or armour. The key thing to realise is that weapons/armour and items aren't the same thing at all - it's just that armour slot items generally grant armour with the same name and weapon slot weapons generally grant weapons with the same name. But there's no reason not to have, say, a sword and some armour with completely different names granted by a misc item.

Sir_Dr_D January 22nd, 2010 10:42 PM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Sombre (Post 727709)

Yes any item can be defined as granting weapon and/or armour. The key thing to realise is that weapons/armour and items aren't the same thing at all - it's just that armour slot items generally grant armour with the same name and weapon slot weapons generally grant weapons with the same name. But there's no reason not to have, say, a sword and some armour with completely different names granted by a misc item.

I understand that. Would we be able to :
- select the blood stone.
- change its type to be armor
- attach some armor from the armor list to it.
- rename it to bloodstone armor, and give it a new sprite
- change the cost to make it more expensive

Then would it still grant the abilites of the original blood stone, (i.e earth + 1, and auto gen earth gems) as well as have the stats of the armor it was applied to?

Tollund January 22nd, 2010 10:43 PM

Re: Magic Items under CBM
 
One could increase the defense values on those weapons so that they are closer to what you'd get with a shield. The shield still gives you the extra protection, secondary effects, and missile protection.

Sombre January 23rd, 2010 08:22 AM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Sir_Dr_D (Post 727712)
I understand that. Would we be able to :
- select the blood stone.
- change its type to be armor
- attach some armor from the armor list to it.
- rename it to bloodstone armor, and give it a new sprite
- change the cost to make it more expensive

Then would it still grant the abilites of the original blood stone, (i.e earth + 1, and auto gen earth gems) as well as have the stats of the armor it was applied to?

You would change it to a body slot rather than changing it to be armour, but yeah, you can do that no problem.

Mardagg January 23rd, 2010 10:31 AM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Tollund (Post 727713)
One could increase the defense values on those weapons so that they are closer to what you'd get with a shield. The shield still gives you the extra protection, secondary effects, and missile protection.

Imo,i think its thematic to raise the damage output for most 2h weapons..
Its somewhat thematic to raise Attack values for some.
But raising defense,except by a low +1 or so, isnt thematic for most.
After all,it are heavy weapons damage-wise but more difficult to use.


Ideally,it should be that...
-1h weapon + shield should still be the top choice for defensive purposes
-2h weapons should be made a good choice in the future for raw offensive power and special tasks,like anti-sc,etc.

For that to work,2h weapons not only have to be a chance stat-wise vs 1h weapon+ shield,they also need to be somewhat balanced with dual wielding 1h weapons,like the Sword of Swiftness.

Also,it has to be considered that equipping 2 items means spending gems 2 times.
In the case of the Sword of Sw,this means that its more expensive most of the time(2*10 W gems).

Mardagg January 23rd, 2010 10:37 AM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Sir_Dr_D (Post 727707)
For the wraith sword I have the following suggestions:
- raise its basic stats the same amount that most two handed weapons should be raised.
- Give it either a secondary effect of area fear, or a secondary effect of weakness. Or does the current life draining ability already count as a secondary effect?

we should discuss before,if we want the wraith sword cheaper than 25 D Gems.
Because,if it stays at that price, we would need a higher boost to its stats.

Personally,i would prefer to see it available at Death3,for 15 gems.

Keep in mind,that ,modwise, making it D2,D3 or D4, would resemble gem costs of 10,15 and 25 death gems.

Sombre January 23rd, 2010 10:51 AM

Re: Magic Items under CBM
 
I think you could justify added def on some two handed weapons. Two handed swords for instance are pretty good defensively because of the way they can be gripped and used to parry. But something like a pike shouldn't add to def because in dom3 def is the ability to dodge and evade (see falling frost, trample, earthquake) rather than hold the enemy back.

I think the wraithsword would be better at 15D at D3. At 25D it has to be very powerful before you'd consider forging it. Something that would allow you to deal large amounts of damage to enemy thugs, or make you significantly harder to hit/damage.

Mardagg January 23rd, 2010 11:48 AM

Re: Magic Items under CBM
 
Quote:

Originally Posted by Sombre (Post 727696)

What about underused magical spears having the #charge tag? This has already been modded in before and allows for some nice tricks with high AP thugs. Consider the spear of sharpness - currently never built over the sword of sharpness. But if it had charge,..?

I like that.

The #flail tag and the #nostr tag could also see more use.
Imagine a 2h weapon(implemantator axe?) doing like 26 damage,but with #nostr ,so that strength isnt added.Might be useful for low str thugs.
Regarding #flail,that +2att vs shield could be nice little boost for some 2h weapons.
But thats not all,since shield hits are ignored with flails,at least thats what the manual says.
Thats a pretty powerful tool vs 1h weapon+shield builds.

rdonj January 23rd, 2010 12:04 PM

Re: Magic Items under CBM
 
Agreed with sombre on all counts. Most of the other two handed weapons are explicitly large and unwieldy, but most of the two handed swords could use a boost to defense. I don't know about some of those artifacts though, for example the stone sword already has 7!

Quote:

Originally Posted by Mardagg (Post 727760)
Imagine a 2h weapon(implemantator axe?) doing like 26 damage,but with #nostr ,so that strength isnt added.Might be useful for low str thugs.

Sounds kind of like the gate cleaver's younger and wimpier cousin.


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