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#1 CarpD

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Posted 12 April 2011 - 01:22 PM

1 Hand Sword = Increase short-range melee, Physical damage + CON and EVA.
1 Hand Axe = Increase short-range melee, Physical damage + DEX and CAD.
1 Hand Bludgeon = Increase short-range melee, Physical damage + STR and PCC.

2 Hand Sword = Increase short-range melee, Physical damage + CON and EVA.
2 Hand Axe = Increase short-range melee, Physical damage + DEX and CAD.
2 Hand Bludgeon = Increase short-range melee, Physical damage + STR and PCC.

Spear = Increase short/long-range melee, Physical damage + CON and EVA.
Halberd = Increase short/long-range melee, Physical damage + DEX and CAD.
Long Hammer = Increase short/long-range melee, Physical damage + STR and PCC.
- Spear, Halberd, Long Hammer has longer range, so can hit someone 5 meters away.

Claw = Increase short-range melee, Physical damage + DEX and PCC.
Dual Swords = Increase short-range melee, Physical damage + STR and CAD.
Crossbow = Increase long-range melee, Physical damage + DEX and CAD.
- Crossbow should have bolts as ammo.
- bolts fit in ion bullet slots for rogues.


Dual Pistols = Increase short-range melee, Physical damage + DEX and CAD.
Launcher = Increase long-range melee, Physical damage + DEX and PCC, has minimum range.
- Launcher has a minimum range, so if you stand in front, hunter will not shoot
- Launcher should hit harder, use 5 bullets, longer reload.
- Pistols have short range, 2 bullet (dual pistol), faster reload.


Knuckles = Increase short-range melee, Physical & Skill damage + CON and ?.
War Hammer = Increase short-range melee, Physical & Skill damage + MND and ?.
Scythes = Increase short-range melee, Physical & Skill damage + INT and ?, 2 handed.

Staff = Increase short-range melee, Skill damage + MND and SCAD, 2 handed.
Wand = Increase short-range melee, Skill damage + INT and SCC, 1 handed.
Rod = Increase short-range melee, Skill damage + INT and SCAD, 2 handed.
Scepter = Increase short-range melee, Skill damage + MND and SCC, 1 handed.

Dirk = a dagger than any class can throw, takes the same slow as the ion bullets.

This isn't the final say, there's a lot of room for improvement.
I don't plan on improving it, that's the dev's job...
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#2 Nadesh

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Posted 12 April 2011 - 02:45 PM

What do you mean with "Increase short-range melee"? you mean defense?

I like the idea about dual guns, it would be cool to have them. And launcher hitting hardder but slower would fit more the introduction video they made to the Xenoa race. Still, in some way, it could be fixed with the bullets: they can leave the ones we have now for normal shoot, but make also some with more dmg but attack speed penalty to make it look like a shootgun.

The idea of dirks being a general ranged weapon for all classes, is good. Idealy, that weapon would be the Crossbow, but since it is alredy a class item, and would be unfair for the players that alredy work over those weapons, then the alternative of the dirks is the best second option (pluss, its a lot cooler than crossbows).
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#3 CarpD

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Posted 12 April 2011 - 03:32 PM

What do you mean with "Increase short-range melee"? you mean defense?

I mean, that the pole weapons have short-ranged/long-ranged damage.

So, a spear has 1-2 short-range attack damage & 2-4 long-range attack damage.
If the player (with the spear) stands next to an opponent.
- Player hits opponent = 1-2 attack damage (short-range).
If the player stands 5 meters away from opponent.
- Player hits opponent = 2-4 attack damage (long-range).

The main use of the weapon is for melees to hit kiting casters.
So the casters need to be further away.
5 meter being the max range.

Just like how a spear can reach a person across the room vs. a sword can't.
That's the main point of the weapon.
And long-range damage is going to be stronger than short-range, since the point of the weapon is long-range.
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