ileo226
Member
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Make Weapon class matter Today we have Axes, Bows, Daggers, Gauntlets, HandGuns, Maces, Polearms, Rifles, Staffs, Swords, Wands and Whips as the wiki says, but they all work the same way, in this post I'm going to brainstorm some ways that they could act differently from each other: Magic weapons: Stafs: Grants small mana regen. Wands: Increase haste for caster classes by 20% Melee weapons: Swords: Base damage, hit 25% faster Axes: Increase crit damage by 25% or 50% but hit 20% slower Daggers: Deal 50% weapon damage per hit, but hits twice per auto attack Pole arms: Deal 25% or 50% more damage, hit 20% slower Maces: Base damage, Increase target damage taken each hit by 1% up to 15% (Armor break) Ranged Weapons: every ranged weapon can target monsters outside the melee reach Bows: First hit always crits HandGuns: base damage, attacks 25% faster Rifles: 200% damage, attacks 50% slower (some guns that exist in the game won't feel natural with these changes, like the atlas-gatling-gun, new weapon-classes for those could be added) Niche weapons: Whips: increase damage from classes that use pets (Necromancer, Horc Evader etc..) Gauntlets: if used with physical class, increase target damage taken by 15%, if used by magic class, increase haste and damage by 15%
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