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  #101  
Old January 23rd, 2010, 12:48 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

Quote:
Originally Posted by rdonj View Post

Sounds kind of like the gate cleaver's younger and wimpier cousin.
Yeah,it was just the basic idea.Quite some fine tunining would still be needed.
But,lets say we make it at least 30 damage nostr,you then get the fear and the pillage bonus in addition.
Now if you do some slight alterings for the Att/def (thats the weak spot of the gate cleaver btw) it could get its niche/fun uses i would think.
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  #102  
Old January 23rd, 2010, 01:20 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

I agree with Mardagg's latest suggestions. Using the noStr tag could create some interesting weapons.

For another idea, what if we made the fire bola fill a misc slot instead of a weapon slot.
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  #103  
Old January 23rd, 2010, 01:26 PM

Sombre Sombre is offline
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Default Re: Magic Items under CBM

I think fire bola on misc is a pretty interesting idea. I don't know if that would make it more usable, but it does make sense. Though then you could get a guy firing a bow and throwing fire bolas on the same turn, which would be slightly odd.

Using nostr on some weapons to make them a bit different seems reasonable. I also think there's room for more weapons to have the effect which creates soulless from stuff it kills - it isn't very powerful but it's pretty cool. Imagine if all baneblade weapons did that, for instance.
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  #104  
Old January 23rd, 2010, 01:50 PM
Squirrelloid Squirrelloid is offline
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Default Re: Magic Items under CBM

I'd support no-str for some weapons, but not an axe. Using an axe is all about strength - i can't imagine how you'd use one without strength mattering.

nostr would be good for some swords though (probably one-handed...).
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  #105  
Old January 23rd, 2010, 03:19 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

I agree with you in general,squirr,but on the implementator axe it seems fitting.
imagine a huge magic axe(maybe possessed by some kind of evil demon), doing all the combat damage and pillaging independent of its owner and as such causing fear in the hearts of all people

Last edited by Mardagg; January 23rd, 2010 at 03:28 PM..
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  #106  
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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  #107  
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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  #108  
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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  #109  
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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  #110  
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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