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		<title><![CDATA[Latest posts for the topic "Weapon Modifications"]]></title>
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				<title>Weapon Modifications</title>
				<description><![CDATA[ The flak and rocket 5 (1-4 as well) will be out of the game soon. they will, especially the flak 5, definitely cause some gaps. I was thinking maybe giving the "magics" a little boost might be helpful during this transition. nothing too serious so we have some "new" flak 5 but enough so people will be satisfied. 

i'm talking about if you adjusted poison to do a little more damage(25%, 50% more maybe? not sure about numbers), heal to heal better etc. of course, for those weapons like sturdy(or infinity) where the magic part can't really be boosted at another level, make the max 5 instead of 4. vorpal and rage would have max levels 12 for example. could be other ways to do this i'm sure and it could be fine-tuned, the general idea is what matters. 

i just wanna see what ppl think. I know the goal is not to repalce flak 5 or anything, but honestty, they helped survival on a lot of maps, a lot times. so some partial weapon (mostly just magic) boost like this might close that gap a little, making the absence of + weps affect the gameplay less. does this make sense to anyone, what do you all think?]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 01:57:58]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ I think the Flak Force +4 will bridge the gap just fine. So will the Vamp Flak +7, so will the Freezing Flak+6 etc. etc. etc. . Those weapons do less damage than the straight Flak+5 yes, but not a ton less.]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 10:25:10]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ At my current level, I would perfer a protection +4 to amy except the vamp. It keeps me alive, Freezing mini isent that bad either, it has a fire rate high enough to actually stop a monster. as for force, I think  that it rocks on a link gun. just my oppeninon. but i know what keeps me alive.

I dont splatter monsters left and right with these weapons, I cant do that with any weapon short of a rage avril invasion. I had a lot of fun with one of those last night on a titan wave. I have never killed that many titans on a map, much less a single wave! and their rocks kill me with a single shot at 80 health or 200 so, it works!

so point is, I will stay alive over dealing more damage, if I stay alive, I eventualy do more firing, acuire more adrennelane and make or double more weapons bonuses.]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 14:33:28]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>cplmac wrote:</cite><br>
		<blockquote>I think the Flak Force +4 will bridge the gap just fine. So will the Vamp Flak +7, so will the Freezing Flak+6 etc. etc. etc. . Those weapons do less damage than the straight Flak+5 yes, but not a ton less.&nbsp;
		</blockquote>

They do exactly the same damage that a plain vanilla flack does from what I understand. The +'s in those categories are only for the magical ablility (ie. +7 Vampirism no DB included). Please correct me if I am wrong.

Using that as a gap filler is similar to using spitwads to plug the hole that sank the titanic.

No matter, I'd welcome a change that brings these magical abilities back into play.

Chys]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 20:59:37]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>They do exactly the same damage that a plain vanilla flack does from what I understand. The +'s in those categories are only for the magical ablility (ie. +7 Vampirism no DB included). Please correct me if I am wrong. &nbsp;
		</blockquote>

they do extra damage, this from the rpg faq page (i assume these are true)

Force (1-5): 2%
Energy (1-3): 3%
Freezing (3-6): 2%
Infinity: (-2-4): 3%
Knockback (2-6): 2%
Luck (2-7): 1%
Null Entropy (1-6): 2%
Penetrating (-2-4): 2%
Piercing (-2-6): 2%
Protection (1-4): 1%
Quickfoot (1-5): 2%
Rage (6-10): 10%
Reflection (1-7): 2%
slowfoot (-5,-1): 2%
Sturdy (-1-4): 2%
Vorpal (6-10): 10%

Poison, Vampiric and Healing do not do extra damage

as you can see most of the weapons when maxed do an avergae of 10% more damage, equal to +1. so i still feel like the gap is big enough to at least think about this.

I still feel like adding 1 to the max levels could be a good idea.
that way most  of the weapons would only have magical abilities bosoted and the 2% damage you get, probably wouldn't radically change anything.

this is all theory, doesn't make much sense without playing 190, so i'm more than ready to wait and see what happens first. on paper, it looked good to me.]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 21:41:58]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>ck wrote:</cite><br>
		<blockquote>Poison, Vampiric and Healing do not do extra damage&nbsp;
		</blockquote>
Incorrect on Vamp, as per the FAQ.  Vampiric has a table that indicates 2% per plus for damage, 2.5% health boost per plus.  (+3 through +7).

I thought poison was actually 2% though, and Health was 1%.  But as you indicate, there is no statement to that effect in the FAQ.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 03:55:58]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote><p></p>

		<cite>ck wrote:</cite><br>
		<blockquote>Poison, Vampiric and Healing do not do extra damage&nbsp;
		</blockquote>
Incorrect on Vamp, as per the FAQ.  Vampiric has a table that indicates 2% per plus for damage, 2.5% health boost per plus.  (+3 through +7).

I thought poison was actually 2% though, and Health was 1%.  But as you indicate, there is no statement to that effect in the FAQ.&nbsp;
		</blockquote>

yeah sorry i missed that. vamp does 2% per level.
poison has its own damage, so i assume it's not necessary. and 1% on healing would be 3% when maxed so not that significant. the faq is nearly 2 months old so i wouldn't be surprised if some things are different.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 12:01:29]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.

Vampire gives a +2%*Modifier Damage Bonus, and heals (Modifier/2*0.05)*Damage damage on hit (one level of Ability Vampirism per two levels of Weapon Vampirism).  So a +7 Vampire doing 20 damage on contact (normally) would instead do 22 damage, and heal you for 3.  Woohoo.

Healing has +1% per level of damage, and does 5% per level (not +5%, just 5%) healing to team members (including team monsters).

Anything else need clarification?  And stop asking Vortex to make sure I'm right :P.  You never ask for my verification whenever he says anything xD.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 21:23:00]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.&nbsp;
		</blockquote>
When you say 5%, 6.5%, 8,45% and 10.985% you are listing the values taken per second for each of the possible modifiers from 1 to 4. It is not 5% the first second, 6.5% the second,....
Just clarifying so people understand. So a +4 poison will do 4*10.985% of monsters health damage. Could be useful against monsters with very high health. Note that you will get xp for the damage, but will not get any adrenaline.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 01:30:01]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>

Anything else need clarification?  And stop asking Vortex to make sure I'm right :P.  You never ask for my verification whenever he says anything xD.&nbsp;
		</blockquote>

Vortex has a cool anime dude for an avatar.  And you?  

I rest my case.

]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 04:12:37]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ That's Vash the Stampede -.-  Smokes has the hottest 3D semi-anime chick I've ever seen, and you don't ask him/her for code verification xD]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 08:10:40]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>That's Vash the Stampede -.-  Smokes has the hottest 3D semi-anime chick I've ever seen, and you don't ask him/her for code verification xD&nbsp;
		</blockquote>
<--------------- you mean this Avatar?  I have had that since early 05 on this forum.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 10:55:30]]> GMT</pubDate>
				<author><![CDATA[ Smokes]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.&nbsp;
		</blockquote>
When you say 5%, 6.5%, 8,45% and 10.985% you are listing the values taken per second for each of the possible modifiers from 1 to 4. It is not 5% the first second, 6.5% the second,....
Just clarifying so people understand. So a +4 poison will do 4*10.985% of monsters health damage. Could be useful against monsters with very high health. Note that you will get xp for the damage, but will not get any adrenaline.&nbsp;
		</blockquote>

Interesting stuff.  I knew the poison 4 was packing a nice hit but it's good to see the numbers.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 11:54:00]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Magic weapons do additional damage, some more than others. Pretty much what I said from the beginning.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 16:25:18]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Szlat: thanks for clarification
Smokes: So what if it's a year old? *drool*
320: Of course it is.
cplmac:  Yeah, but personally I think they shouldn't.  Just make it normal=50%, vanilla=25%, anything else=25%.  I like that...]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 17:25:46]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>

cplmac:  Yeah, but personally I think they shouldn't.  Just make it normal=50%, vanilla=25%, anything else=25%.  I like that...&nbsp;
		</blockquote>

Agree 100%.  It would make the other weps "useful" again and people will ask LA to max weps again.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 17:34:29]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Don't they?]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 21:13:16]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Don't they?&nbsp;
		</blockquote>

not as much. when flak 5s are out, ppl don't care about the rest, this is one reason. also, adrenalin masters don't get any reward for this, and while most of them are more than happy to max a wep, ppl don't like to ask you to spend 150 adren unless it's a wep that can be handed out to everyone.

now that flak 5 is out, the first reason will change obviously, i wonder how it's going to affect gameplay. the wep modification could also make magic weps valuable again (as some have already pointed out).]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 21:44:28]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Um, okay :D.  I'm not very in the know about anything besides medics, and even then...]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 21:50:49]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Don't they?&nbsp;
		</blockquote>

Much less of a need, but part of which is misperception and a little ignorance.  

That's why I like to get this stuff on the boards.  A lot of people don't realize how useful poison or piercing are.  Another one people always ignore is Protection.  C'mon!  We're talking 40% less dmg with protection 4 and you can take a rock from a titan!  It's like 40% more hitpoints.

That should be a low/mid level player's bread and butter.  To put it another way, if it were possible to make a "HP Boost Gun - Boosts hit points when equipped by 10% per plus" it would be instantly popular, even though more or less it would be about the same thing.  I'm not suggesting anyone do this, but you get the idea.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 22:30:19]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ Actualy, I like protection +4. It keeps me alive! Especaily from self damage. I play my medic for a while and get used to using my rocket launcher up close and then swithch to my LA and OUCH! 

Just different play styles. My medic can get up close for a point blank tripple rocket shot. My LA needs to keep his stand off distance and dodge.]]></description>
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				<pubDate><![CDATA[Wed, 8 Mar 2006 03:22:39]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ <p></p>

		<cite>ck wrote:</cite><br>
		<blockquote><p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Don't they?&nbsp;
		</blockquote>

not as much. when flak 5s are out, ppl don't care about the rest, this is one reason. also, adrenalin masters don't get any reward for this, and while most of them are more than happy to max a wep, ppl don't like to ask you to spend 150 adren unless it's a wep that can be handed out to everyone.

now that flak 5 is out, the first reason will change obviously, i wonder how it's going to affect gameplay. the wep modification could also make magic weps valuable again (as some have already pointed out).&nbsp;
		</blockquote>

I generally do not mind maxing weapons, unless I am actively trying to get some even halfway good weapons myself.  And if you do something good for me, particularly in the weapons department (such as tossing me a vamp/vorp or a high damage RL/flak, which are my top 2 priority weapons), I will move you way up in my priority list.  The reason is enlightend self interest...by doing so, we are more likely to complete all 16 waves.  But as has been noted, there have been very few requests once the RL/FLAK+5 gets out there.

Now, WRT the reward for maxing...I have said it before, it would be nice if we got a reward for it, similiar to what a medic gets for healing someone.  But that won't stop me from maxing or handing out good weapons, at least right now (when I get XP for killing bugs as well).  But if things go to the point where the LA players get mega-nerfed to the point where we get essentially no XP for killing...well, that is when my LA player either gets converted (if that is possible, as Dru is possibly willing to do for a limited time with LA players when 1.9/2.0 is released), or I just toss a character which has been played since day one of RPG on the DC server.  And if that latter happens...well...]]></description>
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				<pubDate><![CDATA[Wed, 8 Mar 2006 14:51:50]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:Weapon Modifications</title>
				<description><![CDATA[ On the subject of an HP boost weapon, KohanRPG is going to have a Regen-mechanics weapon.  See, to start (v1.0), KohanRPG has 10 special weapons.  One for each stat, and one for each adrenaline combo (constant effect).  On the stats, it multiplies them by 1.5, or gives the appropriate Regeneration at level 3 ('cept for 'of Charisma', which improves chances of getting magic weapons).  And the Adrenaline combo ones simply produce an everlasting effect of the combo of the same name (i.e. Flak Cannon of Invisible or Shock Rifle of Booster).  Invisible questions grammar, but I'm keeping it simple.  Also, 'of Constitution' and 'of Booster' have similar effects... bah, whatever.

Medics get Experience for healing because they can't (aren't supposed to) attack monsters.  Adrenaline Masters can kill enemies, just in a different way.  I say they shouldn't whine.  Hmm... LA players do seem to whine a lot, both ways: 'I want experience for giving items' 'take away my triple and I stop playing' :D:P.]]></description>
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				<pubDate><![CDATA[Wed, 8 Mar 2006 15:50:58]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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