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level 35 mutating plus class based special weapon

 
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8/16/2012 15:47:15   
Rui.
Banned

 


With the introduction of level 35 its high time we get some class specific weapons with different specials.
1. Blood mage: physical staff. 20% all damage is returned as energy when equipped.
2. Techmage: energy staff. all casting skills improve by 5% when equipped
3. Mercenary: physical club. All contact based damage including skill like zerk excluding bunk surgical etc i hope you get it.. Damage increases by 10%
4. Tact Mercs: energy club. Same as above just energy version.
5. Bounty: physical claw. all active skills increase by + 1 when equipped considering they are not maxed out. Meaning If bloodlust if its at 9 would go 10. If its at 10 no change.
6. Cyber: energy claws. Every turn increases damage of the claw by 1. This claw disables emp skill. Go On hate me cybers.

Non varium version does 5 damage less but i recon they get it too.

Post #: 1
8/16/2012 20:06:16   
ReinXI
Member

I support the idea not your weapons though I would think it would be more like

Bloodmage ~ (Physical staff 10-15% chance of bleeding damage) ~after years of abuse this staff has been worn to a vicious jagged edge
Techmage ~ ( ok thats not that bad of an idea.. seriously there spells are crap unless malfed ) ~mastery of the technical arts has granted this staff wielder improved abilities
Mercenary ~ ( once again.. I suppose thats not terrible ) This hardened club benefits the brute strength of the mercaries
Tactmerc ~ (energy club ~ strike gives say 10% back as energy? ( ONLY if they lose reroute if not then yours is fine ) ) This club has been infused with an energy cell to improve regeneration
Bounty ~ (phys claws ~ ignore 5% of defense?) The thin blades are perfect for the bounty hunters abilities to spot weaknesses in armor
Cyber ~ ( energy claws ~ ignore 5% of resist ) These blades have been forged with an ion-splitter to pierce through resistances

There you go imo more appropriate weapons based off of what the classes are supposed to based on :]

Epic  Post #: 2
8/16/2012 20:36:35   
ND Mallet
Legendary AK!!!


1. Most of the specials are unbalanced. Constant increasing damage, for starters, is a bad idea. Giving BMs a damage based energy regen is definitely going to be abused. Casting skills are powerful enough as they are and I believe that caster TM is still somewhat OPd. Mercs obviously can get some powerful strength abuse going on with Maul Zerk combo with the club. TLMs will get more health from Frenzy. Increasing every skill by 1 level is going to be a coding nightmare, let alone balanced because that's about a 12 level advantage they have over non BHs.

2. Mutating weapons CANNOT have different specials/stats between versions.

3. Blood Mages and Tech Mages are both considered as Mage and would get the same weapon. This also applies to the other classes. You can't change that without rehauling the code to consider the evolved classes as a different class type entirely(which may cause troubles for class specific weapons and other mutating weapons).
AQ DF MQ AQW Epic  Post #: 3
8/16/2012 20:51:30   
ReinXI
Member

1 doesn't have to be mutating... could just open a shop and have each weapon separately for a fee of course so people don't see another classes wep switch and get it for free... plus i'm guessing that really when it comes to coding that you would just need to edit the triggers for equip-ability so.. if you have a TM have the trigger be a TM class on your character.. ( once again i'm guessing I have no true knowledge of coding this sorta thing.. )

2 did you read my post? D: I had redos of alot of his suggestions that should be alot more balanced comparably and honestly the only time I see any sort of caster do a lot of damage is if the target us MALFed so no there not in any way OP unless they first weaken .. or have a partner that can do it for them.

3 It's just a suggestion that there should be class based stuff.. thats not like.. oh i'm a cyber but despite this being bounty oriented I can use it etc etc..
Epic  Post #: 4
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