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New weapon dmg?  XML
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Wicked Sick!

Joined: 10/11/2005 21:28:38
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I heard mention of a balance adjustment to non-plain magic weapon types. Does anyone know if this is the case and what the new percentages are?
Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
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AFAIK, he just lowerd the modifiers, from -3 to +5, to -4 to +4.

not sure if he has changed the % damage done more/less, but not that i've seen..

Zenas: Weapons Master - lvl 26
Shantara

Wicked Sick!
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The new weapon damage percentages will be posted after a bit more testing to ensure that they are what we are looking for.

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BotFodder

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Dru verbally said he "bumped" the damage percentages for some of the other magical weapons. When playtesting 190, I asked him if Freezing was one of those, because titans seemed to be going down a lot quicker with a Freezing flak than they had been. He said, "Yes."

(As an aside, looking at the freezing code, I have no clue why the movement would have been jerky to start with, and why to an extent it still is - it should just temporarily make the target act like they have a "slowfoot" weapon wielded ... but that's for another thread)

I haven't noticed anything significant when it comes to other weapons though. Mathematically, as long as the highest plus multiplied out doesn't come too close to "40%", then whatever values he's adjusted them to should be okay. I'm guessing for some of them he bumped them 1 or 2%, so the spread now would be 1%-5% at most per plus, depending on the weapon. Thing is, if "Lucky" got bumped to 5%, that would probably be too high (with the DB approaching 35%) ... I could list out suggestions but that gets tedious for me to write, much less for you people to read ... and would in no way accurately reflect reality unless I looked at the code.

Really, I guess we just have to wait until Dru and Shan are happy with the adjustments and then wait until Shan gets a chance to update the website.

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KohanX

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In the few minutes I breezed through the code, most of the weapons are much more powerful. At this point, I am passively asking Druid if Vanilla is supposed to be weaker (not necessarily a bad thing), or balanced with the other MagicTypes. If they are supposed to be even, I suggest removing any damage bonus on non-Vanilla weapons and simply balancing things out with their effects. If Chocolate weapons are supposed to be like a 'bonus' to Vanilla weapons, my suggestion is twofold: make Vanilla weapons half of all MagicType probability, and give all Chocolate weapons the same Damage Bonus as Vanilla.

I wonder if people hate me for rambling so much...
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KohanX, I'm not 100% sure I understand what you're saying.

All I know is that I have a craving for ice cream now.

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Shantara

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If you would like to start a discussion with suggestions on changing weapon damage, please begin a new thread. I will post the new damage stats in this post and on the website once we conclude we are staying with them.

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v0rTeX

Wicked Sick!
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KohanX wrote:
In the few minutes I breezed through the code, most of the weapons are much more powerful.  


I probably just have a different opinion but I will use an example without being specific so I don't upset the admins.

The biggest change to any type of weapon was no more than a 3% per modifier boost above what it was previously. And that only happened on 5 of the 18 types of magic weapons. I don't see that as being "much more powerful".

I do think however, that since the chance of getting a magic weapon is less than 75% at DC, that it's a good thing they are getting more damage again.
KohanX

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Well, now that I think back to it, I only looked at a couple ops:. But alas, I am comparing to RW_Damage, and not so much their previous values. Meh. One opinion of mine won't change too much (I think), and it really depends on what is being aimed for, of which I haven't the foggiest.
Shantara

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Damage 10% more/less damage per plus/minus, range -4 to 4
Energy/Draining 3% more/less damage per plus/minus, range -2 to 3
Force/Slow Motion 4% more/less damage per plus/minus, range -5 to 5
Freezing 5% more damage per plus, range 3-6
Healing 1% more damage per plus, range 1-3, health 5%
Infinity 5% more/less damage per plus/minus, range -2 to 4
Knockback 3% more damage per plus, range 2-6
Luck 3% more damage per plus, range 2 to 7
Medic weapon 6% more damage (total), Heals 5%
Null Entropy 5% more damage per plus, range 1-6
Penetrating 5% more/less damage per plus/minus, range -2 to 4
Piercing 5% more/less damage per plus/minus, range -2 to 6
Poison 2% more damage per plus, range 1 to 4
Protection/Harm 1% more/less damage per plus/minus, range -3 to 4
Quickfoot/Slowfoot 5% more/less damage per plus/minus, range -5 to 5, 5% faster/slower walk
Rage 10% more damage per plus, range 6-10, 10% of total damage return to you, 70 min health
Reflection 3% more damage per plus, range 1-7
Sturdy 4% more/less damage per plus/minus, range -1 to 4
Vampire- 3% more damage per plus, range 3-7, vamp 75% of the level of vamp
Vorpal- 10% more damage per plus, range 6-10

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Moof

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I figured I'd organize them by percentage for myself.

Within the %s, they are ranked by higher overall damage. Some weapons are considered by average range.

1%
Protection/Harm: -3 to 4
Healing: 1 to 3
Medic weapon: 6

2%
Poison: 1 to 4

3%
Energy/Draining: -2 to 3
Knockback: 2 to 6
Reflection: 1 to 7
Luck: 2 to 7
Vampire: 3 to 7

4%
Force/Slow Motion: -5 to 5
Sturdy: -1 to 4

5%
Quickfoot/Slowfoot: -5 to 5
Infinity: -2 to 4
Penetrating: -2 to 4
Piercing: -2 to 6
Null Entropy: 1 to 6
Freezing: 3 to 6

10%
Damage: -4 to 4
Rage: 6 to 10
Vorpal: 6 to 10

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BotFodder

Wicked Sick!
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Some folks are going to want to tar and feather me for this, but ...

I think Piercing should be backed down a point.

I know in the grand scheme of things, it might not be such a big deal, but it goes up to +6, and at 5% that's a 30% damage bonus. The only other weapons that do that much are *, and piercing is not.

Just a suggestion.

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TheDruidXpawX

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Raw damage can go up to +4 (40%) And you can clone it.

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TheDruidXpawX wrote:
Raw damage can go up to +4 (40%) And you can clone it. 

Yeah but that's all it does is damage. It has no other special properties.

Still, it was just an off the cuff observation and of course it's your decision; and though it's my suggestion, I could go either way on it. But if a monster has more than 10% DR, a max piercing is more valuable than a max Damage weapon. Not that that's so much a bad thing mind you. Personally, I'd rather have a null these days; it might not do as much damage as a Damage weapon would but the target isn't going to move much after you hit it. And I've used a null to do two really cool things recently:

1. Stop a Titan from landing on me.

2. On a map that had a lower level, with a jump pad going up through a hole to a higher level, I had three or four monsters frozen in mid air at a time sometimes (null mini).

At any rate ... TYFAYHW!

(Thank You For All Your Hard Work)

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KohanX

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BotFodder wrote:
TYFAYHW! 


It's amazing how well you can interpret an acronym you've never seen.

On the topic: Druid! Since you're here, I wish to ask which of the two 'balance' goals you are working toward:

1. All of the Magical Weapons are equal in strength.
2. All Magical Weapons except Vanilla are meant to be more powerful than Vanilla, using it as more of a 'base' Magical Weapon that has more magical properties added to it, creating things like Piercing and Poisoned, et cetera.

While I'm rambling...

I think that every Magical Weapon should have the same Modifier spread, say, from -2 to +5 (I'd like that, myself). You could then modify the effects to suit the expected minimum and maximum effect. This would be a good idea at least for simplicity's sake, so people wouldn't have to concern about 'What's the max you can get for a Piercing weapon?' and such things.

But seriously, is it alright that I ramble so much?
 
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