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  #1  
Old January 24th, 2010, 12:44 AM
Squirrelloid Squirrelloid is offline
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Default Re: Magic Items under CBM

If you could get it to auto-pillage i could see a use for it. Pretty sure that isn't possible.

(I would totally pillage if there was a move-and-pillage action).
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  #2  
Old January 24th, 2010, 01:10 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

What are your comments one the below revised stats, of the weapons I earlier listed. Anything in parthesis is how much I increased a stat by. Mostly I made the damage for two-handed swords double that of the single handed version. The defense was made 3 higher then the single handed verion, and the attack is 2 higher.

Spears, as Sombre pointed out, should not increase defense in dominions. They should not do as much damage as swords either. So what I did is made them into high acurracy weapons, and gave them the bonus damage on first strike ability.

*********************
Single Handed Sword of Sharpness:
Damage - 8
Attack - 1
Defense - 2
Length - 2

Two handed sword of sharpness:
Damage - 16 (+4 from the orginal stat)
Attack - 3 (+1)
Defense - 5 (+2)
Length - 3
******************************

1 handed bane blade:
Damage - 6
Attack - 1
Defense - 2
Length - 2

2 handed bane blade:
Damage - 12 (+3)
Attack - 3 (+1)
Defense - 5 (+2)
Length - 3

******************************
Enchanted spear:
Damage - 7 (With bonus damage on first strike)
Attack - 3
Defense - 2
Length - 4


Enchanted pike:
Damage - 13 (+3) (With bonus damage on first strike)
Attack - 6 (+3)
Defense - 1
Length - 6
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  #3  
Old January 24th, 2010, 01:45 PM
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Jarkko Jarkko is offline
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Default Re: Magic Items under CBM

I don't like the two handers getting too high Defense bonuses. They already are longer and thus will be able to repel, and they are not IMO so "agile" that it would warrant an increas on Defence stats. I mean, you are not supposed to be as good defending with a two-hander as you are with a one-hander + shield, right?

I'd like to suggest letting the Defense numbers be as is, just fix the the damage and attack values (and the charge bonuses for spear type weapons, I like that idea).
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  #4  
Old January 24th, 2010, 01:51 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

There was some arguments earlier on giving the two handed swords higher defense, so I put it in. It is to make up for the fact that repel is not all that good. It simulates swords being made for parrying, and it being harder to get close to a person with a 2 handed weapon. The defense is still not nearly as good as what you would get with a shield, plus you don't get the extra benefits that you would get from the extra sheild slot.

But You make a good argument. We will see what other people say.
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Old January 24th, 2010, 02:00 PM

Tollund Tollund is offline
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Default Re: Magic Items under CBM

Quote:
Originally Posted by Jarkko View Post
I don't like the two handers getting too high Defense bonuses. They already are longer and thus will be able to repel, and they are not IMO so "agile" that it would warrant an increas on Defence stats. I mean, you are not supposed to be as good defending with a two-hander as you are with a one-hander + shield, right?
Well, the shields do tend to have extra effects that are the source of most of their actual defensive power. The air shields don't, the lead shield is the only one that's purely earth that provides an extra effect, and all of the other shields provide secondary effects that are arguably more powerful than the extra protection and parry they provide. Luck, vines, eye loss, lightning damage, fire shield or awe, etc. A two-handed weapon has to offer something useful in order to be as good as those effects.
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  #6  
Old January 24th, 2010, 02:13 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

In comparing the defense values you would get with the stats I gave , to thsoe of a shield, I think Jarkko may right. You would get almost the same defense value with a shield, that you would with a two handed weapon. I think that at most the defense should be raised by 1 instead of 2, if at all. Note that those weapons I listed are all const-0. So they should only be compared to const-0 single handed weapon and shield combos.
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  #7  
Old January 24th, 2010, 02:23 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

For a start, I like your changes.
Some general thoughts:

A problem with the 2handed Bane Blade weapon is,that its used by Bane`s and Bane Lords.

Also,its important to consider the constr level and the gem cost,especially when altering level 0,5 gem weapons.

Personally i would prefer to agree on the exact changes for the Wraith Sword first.Then we would have a nice and more expensive weapon to be compared to for balancing reasons.

Wraith Sword:

15 Dgems,Path 3D( 25Dgems,4D before)
Construction Level: 6

Damage- 16 (+7)
Attack- 4 (+2)
Defense- 5 (+2)
Length- 3

Partial Life Drain

overpowered?

@Jarkko

I thought the same about the defense bonis before,but Sombre had a good point about that.
I now think,some increase in def for the 2h swords,only the swords,are ok. Especially for the Wraith Sword,i think its thematic anyhow.

Last edited by Mardagg; January 24th, 2010 at 02:37 PM..
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  #8  
Old January 24th, 2010, 05:08 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

Quote:
Originally Posted by Mardagg View Post
For a start, I like your changes.
Some general thoughts:

A problem with the 2handed Bane Blade weapon is,that its used by Bane`s and Bane Lords.

Also,its important to consider the constr level and the gem cost,especially when altering level 0,5 gem weapons.

Personally i would prefer to agree on the exact changes for the Wraith Sword first.Then we would have a nice and more expensive weapon to be compared to for balancing reasons.

Wraith Sword:

15 Dgems,Path 3D( 25Dgems,4D before)
Construction Level: 6

Damage- 16 (+7)
Attack- 4 (+2)
Defense- 5 (+2)
Length- 3

Partial Life Drain

overpowered?
- We can always decouple the 'weapon' used by the bane lords, with the bane weapon that we can construct. They can have different stats.

- What I am trying to do is raise the stats of the two handed weapon so that they are just as valueable as the one handed weapons. What should be asked is how the new statted two handed sword of sharpness compares with a single handed sword of sharpness used in combo with one of the level 0 shields. If with these new stats, people would always use the two handed version, then these stats are too powerfull. If people still almost always use the sword shield combo, even at construction level 0, then these new stats cannot be overpowered.

- I like your stats for the wraith sword. It seems about right.
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  #9  
Old January 24th, 2010, 06:04 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

Quote:
Originally Posted by Sir_Dr_D View Post
- We can always decouple the 'weapon' used by the bane lords, with the bane weapon that we can construct. They can have different stats.
yes.
But i dont think thats a good thing to do.
Seems not thematic for a low level item.
I would prefer to slightly tone your ideas down there.Otherwise the already pretty cheap and good banes could be too useful as suicide thugs.
2h Bane Blade
damage: 11(+2)
att: 3(+1)
def:3(+0)

What do you think?
Generally,the decay effect,not bad for early game/Assassins, should be the main reason to build it anyways and is the problem here regarding 1h vs 2h regardless of the changes that are done.
Another idea could be,stats staying the same,but giving it the life after death tag,sombres idea here.Not too useful,but funny.

Quote:
- What I am trying to do is raise the stats of the two handed weapon so that they are just as valueable as the one handed weapons. What should be asked is how the new statted two handed sword of sharpness compares with a single handed sword of sharpness used in combo with one of the level 0 shields. If with these new stats, people would always use the two handed version, then these stats are too powerfull. If people still almost always use the sword shield combo, even at construction level 0, then these new stats cannot be overpowered.
Yes, and i completely agree with the pike.
Astral is very precious in CBM anyways,so making the pike a better choice for early game is nice ,imo.
But,for the matter of the sword of sharpness...its like someonelse mentioned: low level shields dont offer much.
And 1h weapon + shield is 10 gems,whereas 2h is 5 gems.
Early game,Dwarfen hammers are also seen less frequent,so that difference isnt neglectable imo.

I would prefer to see here :
2h sword of sharpness
damage:14(+2)
Att:3(+1)
def:4(+1)
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  #10  
Old January 24th, 2010, 03:11 PM

militarist militarist is offline
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Default Re: Magic Items under CBM

About 2H swords.... I don't really think that doubling damage of the same 1H sword is a good idea. In such case 1H will do MUCH MORE damage on more unit than 2 hits by 1H swords because of game mechannics. And it will greatly change the game. SCs, who bet on protection will be much easier to fight against. I agree though that 2H weapong should be improved, I almost never use it now.

When we forge a weapon agains PD, we do AoEs.
The question is, when we will use 2H weapon?
It's obvious that mostly against SCs and nations with heavy protected units (if he will be lucky to get to them).

Last edited by militarist; January 24th, 2010 at 03:22 PM..
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