10-23-2011, 10:29 AM | #51 | |
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10-23-2011, 10:31 AM | #52 | |
Baron
Join Date: Nov 2007
Location: Not where it looks like, to either of us.
Posts: 706
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Definitely having bonuses available on these off hand weapons is overpowered to the extreme. The damage output may need adjusting anyway.
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10-23-2011, 11:22 AM | #53 | |
Baron
Join Date: Oct 2009
Location: Somewhere where grinding does NOT exist
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I think the problem is a combination of armor calculation and increased levels that make it seem OP, let's say dual wielding with elite weps give you the damage of a nice great clay ok? The lvl <50 mediums weapons were affected way more by armor due to lower damage, but with elite weapons, armor gets insignificant due to the damage being comparable with a decent lvl 50 slow weapon, but at a higher speed. Which brings us back at the armor calculation problem... And bonusses, needless to comment on, agreed like said before...
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10-23-2011, 05:55 PM | #54 |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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This seems to me that NGD was humoring us, putting this up on Amun on a Friday last-minute (probably just before leaving work) before the weekend started.
Obviously, they don't work on the weekends. Obviously, this is a foundational build and still in testing and in need of tweaking, refining, etc. before it goes live. I'm also sure NGD loves constructive feedback, however, at this stage, which looks like an "alpha" build of dual wielding (main party animations work but other party use knight stance ), it's not quite polished enough to go live. Wait for NGD to actually finish this feature before flipping out and spontaneously combusting.
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10-23-2011, 08:31 PM | #55 |
Marquis
Join Date: Jul 2007
Location: The Netherlands
Posts: 2,076
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Regarding the bonus on off hand weapons, I believe this should be in line with the shields a knight has. So either both have a bonus slot or none.
I do like that dual wielding is added.
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10-24-2011, 12:35 AM | #56 |
Master
Join Date: Feb 2009
Location: France
Posts: 414
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If it's really an alpha version and if they released it as is only to get some feedbacks, so I suggest them to remove all specific off-hand weapons and instead give automaticaly a 2nd weapon in left hand when a barbarian is equiped with a 1H weapon.
Therefore: - remove all current off-hand weapons from merchants and lucky boxes. - when a barb is equipped with a 1H weapon, an off-hand weapon will appear automaticaly in the left hand. - the off-hand weapon will be the same 3D model as the main weapon. - the off-hand weapon will add around 33% of base damage of main weapon. With base damage of main weapon, I mean only base damage. So, no bonus from material, no bonus from special, magical or epic, and no bonus from gem. So, if I take this 1H weapon as an example, off-hand weapon will look like this: 33% of base damage seems ok, since it's around the difference between 1H and 2H warmaster weapons of same speed without bonus. Pros: - No fixed damage bonus. Currently off-hand weapon gives a fixed damage bonus not related to damage of main weapon, that means better damage to fast weapons and lower damage to slow weapons. - Fake off-hand weapon and proportional damage of main weapon mean easier to maintain. If you decide later to adjust damage of dual-wielding, no need to tweak all existing off-hand weapons, only one percentage is enough. - No need to tweak speed between main and off-hand weapon, they both have the same. - No need to add new off-hand weapons for each level. - Easier to implement, less bugs, less imbalance. - Better harmony with same 3D model in both hands. It looks kinda weird to carry a hammer and a sword or a spear at the same time. And it will remove confusion of which spell tree to level up. Cons: - Have to recode dual-wielding.
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10-24-2011, 12:49 AM | #57 | |
Baron
Join Date: Dec 2008
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- Does not sell more lucky boxes. |
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10-24-2011, 08:26 AM | #58 | |
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10-24-2011, 01:15 PM | #59 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Alpha build ? This feels more like a release candidate to me.
Bonuses on off hand weapon? Not good in my view. Even Hit Chance is gong to be debatable. With a little tweak and using dual blunt weapons I was able to get up to 54% Critical rate already (using spells). I am sure others can go further as my barb is just 51 . I still have been unable to drop magical or epic off hand weapons so unless somebody has seen any, I am going to go out on a limb and say there are none. Specials do exist though. I dropped one with +16 ice and +12 HC (mace). Got that from a Bronze box. Don't waste money on platinum boxes to get off hand weapons. I tried 40 times and dropped none. I would like to know the speed formula when 2 weapons of different speeds are combined. Actually, I would be interested in having a confirmed figure of what the new speeds are for slow, v slow, medium, fast weapons. I don't know and the wiki seems out of date with that info. The fixed damage thing well.. let us say it is going to be interesting to see how it all works out. Best of luck NGD. |
10-24-2011, 01:49 PM | #60 |
Master
Join Date: Jul 2010
Location: kaZantip (orange republic without panties)
Posts: 534
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good idea now mine barb can use magna knight axe super!
TY NGD
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