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Doom Slayer [1] does not work correctly


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#26 Sera

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Posted 18 November 2010 - 05:44 PM

Pile Bunker would still be higher.

Highest weapon attack for an axe.

And it's not like you wouldn't do more damage with HSCR with a Giant Axe anyway, and it's not like Hurricane Fury would be nerfed in relation (still an excellent weapon with pretty much no drawbacks at all).
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#27 SamuelAdams

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Posted 18 November 2010 - 05:47 PM

I wouldn't really call this a "buff". More like a "fix"...
Makes more sense with the description of it too. That is one really weak axe if even when you get the "great strength to use it properly" (taken from item description) it, in reality, really only has 10 attack still. xD

Edited by SamuelAdams, 18 November 2010 - 06:07 PM.

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#28 Onpar

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Posted 18 November 2010 - 06:00 PM

I play a RK and forgot about Pile bunkers.
Either way, Doom slayer would be reduced from completely useless to at least decent if it was implemented right. Would make it an alright crush strike weapon and lessen the already high demand for H.Fury.
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#29 Doddler

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Posted 18 November 2010 - 06:05 PM

I don't believe they have any way to specifically add weapon attack... but they could probably compromise, making the weapon 350 attack power normally and having a -340 attack power modifier if strength is below 85.
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#30 Clogon

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Posted 18 November 2010 - 07:19 PM

I don't believe they have any way to specifically add weapon attack... but they could probably compromise, making the weapon 350 attack power normally and having a -340 attack power modifier if strength is below 85.


I agree with this fix!
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#31 Sera

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Posted 18 November 2010 - 07:20 PM

*95
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#32 Clogon

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Posted 18 November 2010 - 07:35 PM

Well untill we get the EBreak fix. Doom Slayer will come in handy for RG's.
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#33 LazyStevz

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Posted 19 November 2010 - 02:13 AM

I don't believe they have any way to specifically add weapon attack... but they could probably compromise, making the weapon 350 attack power normally and having a -340 attack power modifier if strength is below 95.


Fix'd. Though the 85 STR would be a nice limit. :p_devil:

I hope they look into that sort of work around. It suits the weapons "classy" status. I am grieving at the fact I have 2 of these and crying over no slot in them. (1 bought, one dropped from Sword Guardian)
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#34 Onpar

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Posted 19 November 2010 - 09:56 AM

If they can't just add w.attack, then Doddler's fix works too. Anything's better then how it works now.
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#35 Stalkerness

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Posted 19 November 2010 - 10:48 AM

I don't believe they have any way to specifically add weapon attack... but they could probably compromise, making the weapon 350 attack power normally and having a -340 attack power modifier if strength is below 85.


Or they could retrieve your base str value, if its less than 85, subtract off 350*[1 + basestr/200] attack
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#36 Undying

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Posted 19 November 2010 - 11:49 AM

Think we all learned several very important lessons...

-Don't over upgrade if your not 100% sure you can live without the gear
-Actually *in game test* instead of assuming (since we ALL know how reliable in game descriptions are)
-Doomslayer sucks now and back when it was made, and I'm going to guess it will always suck =*(
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#37 Emichio

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Posted 19 November 2010 - 12:32 PM

It doesn't suck.. and its always had some.. uses, like a max dmg GC crusader..., or attacking small monsters on alchemist characters.. or Exceed Break i think.

The description isn't wrong either~

Edited by Jaibuu, 19 November 2010 - 12:32 PM.

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#38 Hacks

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Posted 19 November 2010 - 03:48 PM

idk, thread was tl;dr so if this was already said, sorry lol.

seems to me, and easy fix for this might be to set the weapon attack to 350 and script it to be atk-340 if str < 95, like do it in reverse? just a suggestion.
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#39 Dantemss

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Posted 19 November 2010 - 09:25 PM

Doddler's fix should work fine. Unless, of course, it causes you to have negative equip atk (and even then, maybe it doesn't matter, the gms just need to do some testing to make sure).

And I thought cards only affected weapon atk? So do they actually affect equip atk?
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#40 SamuelAdams

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Posted 21 November 2010 - 02:49 PM

bump... /yawn
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#41 Sarune

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Posted 22 November 2010 - 01:44 AM

Yeah I'm extremely disappointed seeing as I just spent a lot of money on a +9 one. YIKES!

Everyone submit a ticket please and we can hopefully get it fixed.
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#42 Sera

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Posted 22 November 2010 - 01:48 AM

It doesn't suck.. and its always had some.. uses, like a max dmg GC crusader..., or attacking small monsters on alchemist characters.. or Exceed Break i think.

The description isn't wrong either~


Except that the people who are going to be wanting/using this item are all mechanics looking to max out their damage.

Weapons should add weapon attack.
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#43 Sarune

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Posted 22 November 2010 - 05:10 AM

And Acid Bombing Genetics! Best Acid Bomb weapon. Except that because the attack isnt applied correctly the damage is not very good compared to a hurricane fury <_<
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#44 Sera

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Posted 22 November 2010 - 05:12 AM

Mostly throwing the mechanic part out there because people keep saying it's still good if you don't use weapon perfection.

Not really true though, and also, I use perfection, so yeah.
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#45 Sarune

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Posted 22 November 2010 - 08:07 PM

I SHALL NOT REST UNTIL THIS AXE IS FIXED

WHOS WITH ME?
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#46 SamuelAdams

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Posted 22 November 2010 - 08:08 PM

I SHALL NOT REST UNTIL THIS AXE IS FIXED

WHOS WITH ME?

ME!
BUMP FOR NO REASON!!!
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#47 Sera

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Posted 22 November 2010 - 08:10 PM

Obviously me since I'm stuck with one of them.
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#48 Onpar

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Posted 22 November 2010 - 08:27 PM

I'm down.
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#49 Undying

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Posted 22 November 2010 - 08:28 PM

I'm down, but I will rest.
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#50 MeisterKirisaki

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Posted 22 November 2010 - 08:31 PM

Seems fair if the weapon would add weapon ATK, but I doubt they will really change that the next months, if ever.

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