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Weapon Level


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#1 hellomoto

hellomoto
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Posted 27 January 2005 - 08:09 AM

Weapon EXP: In the same aspect that you have level experience points, you could have weapon experience points. Because realistically, you can't just go from using a warhammer for the majority of your training to using a staff(druids) without so much as a slight learning curve, or go from the carefully timed swings and parry's of a broadsword to the melee fighting style of a pike/halberd.
There wouldn't really need to be a second EXP bar, players would just type /weapon exp and it would give the current weapon skill level and all relevant weapon information of that character's current equpipped weapon. So that way you couldn't train a Cobalt Staff of the Winds with a Berserker and toss it to a Mage.

Weapon attributes Make certain weapons deal more damage against others. Such as,

Swords/Daggers > Axes/Hammers > Polearms/Flails(halberd, pike, staffs) > Swords/Daggers

So if a Paladin has a Sword and attacks a Berserker with a Warhammer, the Paladin does about 10% more damage and has 5% increased chance to land his blows.
On the same token, if a Berserker wielding a Sword attacks a Fighter wielding a Halberd, the Beserker does 10% less and has a 5% chance of having his hit blocked. No damage/hit rate increase for bows or armor because they're either ranged weapons or don't interact with weapons at all.


NOTE: this isnt a drastic percentage, seeing as if you're attacking for 80's, this only bumps it up to a max of 88, and drops it for a max of 72. 5% hit rate increase is dropped to 2.5% hit rate increase when tied in with RF/Enhance.


Armor Attributes Certain armors would have certain attributes.

Enchanted Armor: Armor that deflects the amount of damage it blocks. Such as, if it's Armor Count is 40, and it blocks 10 points of damage, those 10 points of damage are deflected onto the attacker rather than just dispersed.

Dimensional Armor: Swaps current HP with MP, but drops magical powers down by level percentage. So, if you're a lvl 25 mage and 174HP and 256MP, you'd have 256HP and 174HP, and your spells would do 25% less damage. (again, beaming for 70's, you'd do 52's, but have extra HP). Of course, only magic classes can equip.

Some armors could have a higher chance to stop arrows while others could raise the resistance rate agaisnt magic types while lowering the resistance of others, such as elemental magic(druid), holy magic(cleric) and dark magic(mages).




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