Infernal weapons ability change (Full Version)

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Mother1 -> Infernal weapons ability change (8/14/2012 12:40:47)

Ok I know that a good group of people brought the infernal weapons (Sidearm, armor, aux or all three of them) However the special ability of these weapons all had to work with the vault. Now that the vault is gone the ability of these items is now worthless. In the past war unless i am mistaken the frost weapons all have an ability that can work on anyone weather it was inside or outside the war. However in this case it would only work on that one thing. With the exception of Mutating war weapon (which has two abilites one that worked inside and one the worked outside the vault) The rest of abilities as I stated before don't help you much. So I was thinking maybe changing these now useless effects into something that could help benefit the player now that the war is over. Who here has been thinking this as well?




Rui. -> RE: Infernal weapons ability change (8/14/2012 13:18:18)

frost weapons didnt do anything extra during the last war except look sexy. The frost armour had 2 benefits. One of which is redundant now that the war is over. You infernal mutating weapon came with two special and one is redundant now that this war is over. The megachild armour gun and aux were made to help with the war and they have served their purpose. This is like purchasing a tank for war and then wanting to use it for f1.

Were you serious about the weapons being totally useless ? If they are then what do call the level 34 items o.o oh look there is rui with his toy gun ... ?




Sympleton -> RE: Infernal weapons ability change (8/14/2012 19:33:27)

Well I think we should be happy with a bonus to crit damage. Maybe if you suggested the actual new effects, it would be easier to agree with you.




Mother1 -> RE: Infernal weapons ability change (8/14/2012 19:43:43)

Rui I was talking about the weapon's ability not the weapons themselves. The weapons's ability as well as the armor's ability were to help deal extra damage as well as give you protection from the Delta vault. However now that the vault is gone those effects are worth squat now. Also as I said in the last war mostly all the weapons has a frost bite ability or frost aura which steals people's energy and guess what that ability is still usable even after the war. Also don't forget about the weapons that can be used to deal extra damage to George Lowe.

Sympleton you have a good point there. So here is what I was thinking. Now that the weapon's and armors effects are now useless I was thinking about keep the abilities of these weapons the same, however instead of it applying for the vault, they can apply for pvp battle.

Exoskeletion- could now other +2 protection against enemy attacks instead of just the vault.
Internal spirit- Could offer +2 offense and defense against enemies instead of just the vault.

That is what I was thinking could be done since just every other special ability in the game is still useable. Also don't forget the the mutating weapon had a duel effect. It powers up crits with is usable for the vault and players and it powered up melee attacks as well as gun damage to the vault (some players never figure that out or didn't until it was late) so while the second effect is gone, the first effect is still usable.




Westwycke -> RE: Infernal weapons ability change (8/14/2012 20:35:01)

Exoskeletion- could now other +2 protection against enemy attacks instead of just the vault.
Internal spirit- Could offer +2 offense and defense against enemies instead of just the vault.

That would be so ridiculously overpowered.
Think of it this way.
To add +2 to your attacks without these you would need to add (at least) 8 to your strength and 8 to your support.
To add +2 to your defense without these you would need to add (at least) 8 to your tech and 8 to your dex.
So converting the Infernal Spirit's ability so that it would affect players would be like giving the user at least 32 extra stat points. Anyone using gun + aux + armor would have the equivalent of at least 80 additional stat points against someone who didn't have them.

The game would end up devolving into "Wear these or lose".




Mother1 -> RE: Infernal weapons ability change (8/14/2012 20:56:21)

Westwycke your math is a bit off on that.

It everyone had all of the gear on it would be 6 defense+ and 4 offense if they had the gun aux and armor since exoskeletion has +2 defense and the aux and gun would one give 2 for each. Were did you pull out 80 or even 32 from? if anything that is a small boost not a huge one like you are claiming. Unless I am reading what you are saying wrong but match wise it would only be 12 not 80 or even 32.




Westwycke -> RE: Infernal weapons ability change (8/14/2012 22:08:12)

I don't think so. If anything, I might be light.

let's start with the armor: +2 to defense.
Suppose my Dex was 62 and my Tech was 54. That would make my Defense 20-24 and my Resistance 20-24 also. Now the Mechachillid armor has the Exoskeleton ability which the Wiki says "increases your defenses against the Vault". Not Defense, as in the specific term for stopping Physical attacks. But rather defenses, implying it boosts both Defense and Resistance. So wearing it will make my Defense 22-26, and my Resistance 22-26 also. According to the stats progesssion page in the wiki, you would need a Dex of 70 to get 22-26 Defense, and a Tech of 62 to get 22-26 Resistance. That is how I am claiming that the Armor would grant the equivalent of 16 stat points(8 dex/8 tech).

Now with Infernal Spirit, it grants a boost of +2 to defense and attack. So we add another +2 to Defense and Resistance for the Gun, and another +2 for the Aux. So now you have a character with Defense and Resistance of 26-30 each. Again consulting the Wiki, we see that we would need to have 86 Dex and 76 Tech to get this level of Defense and Resistance.

So just by donning this set of Items with the specials active against players, we have increased our Defense and Resistance the same as if we had added 24 stat points to our Dex, and 22 stat points to our Tech. That's the functional equivalent of 46 extra stat points for the defensive abilities.

Now on the attack side, we encounter a similar effect regarding Strength and Support, since those are the main stats that affect the power of our attacks. We'll go lighter on Support and heavier on Strength for our example.
I have a Strength of 67 and Support of 40 . This gives me Primary/Gun base of 16-20, and Aux base of 10-12. We add +4 damage to each of those for the two Infernal Spirit boosts(gun/aux). I now have a Primary/Gun base of 20-24, and Aux base of 14-16. Checking the stats progression page one more time, we see that I would need a Strength of 87 and a Support of 57 to get those stats. So we have increased our attacks the same as if we had added 20 stat points to Strength and 17 stat points to Support, or 37 stat points for both.

So by making these abilities work against players, we have increased our offense and defense the same as if we wore standard equipment and added 46 stat points to our defensive abilities and 37 stat points to our offensive abilities. That's 83 stat points in my example, or about 20 levels worth!

I'm sorry, but I really don't want to see equipment that will make a player function as though they were 20 levels higher than they actually are.




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