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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? |
Re: Magic Items under CBM
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Re: Magic Items under CBM
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- 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? |
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.
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Re: Magic Items under CBM
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Re: Magic Items under CBM
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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). |
Re: Magic Items under CBM
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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. |
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. |
Re: Magic Items under CBM
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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. |
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!
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