Post by gazoo on Feb 11, 2018 15:15:36 GMT -5
I've been comparing various mods and their practicality. I've always been aware of a number of mods that imho needed some tweaks and now I've gotten around to testing many of them.
One mod change of note that has recently come about is the instantaneous 2r Rotary shield with cool down.
It used to be a full round action of dubious value and now is actually useful and fun. I've only dedicated 1 feat to the bash item, but even if the rotary rarely hits for me (-5 AB and once per round or 2 depending)...it's much much more useful than losing a number of main attacks for the potential of 1 and some stamina drain.
Currently, I'll occasionally use the rotary when stamina permits, whereas it was never desirable to use the old rotary bash full-round mod...considering elemental shields are a decently effective thing -with consumables cost.
Instant activate also makes the elemental mods (Aspergillum, cannister, striker) much much more useful, as opposed the the older, full-round activates.
Based on my experience, I think this idea would work well for many Activatable mods.
ie, Make them instant activate and add additional damage if they hit during the activation period - which I'll suggest to be 1 round of attack. Typical CD is already 5r? So there is not a spamming concern.
-Further, the mod would see some increases in potential due to #attacks from skill increase and intrinsic AB and damage increases seen in weapon tier increases.
-Note that -5/-10 of second and third attacks may mean the extra attacks won't hit except on 20 for higher tier areas anyways...But if you do get lucky in the first attack, you may get an attack or 2 while they are on the ground or bleeding, etc.
Stamina cost could be upped to compensate.
Also, re: wounding - mobs get a fair bit of wounding resist as tiers increase, so the full number effects are only seen at the lowest of tier dungeons.
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These are the current mods that I think need instant activate tweaks:
Drill Spear - ignore armor for 1 round of attacks
Chainblade - add a significant(15?) wounding to target for 1 round of attacks. Forget the double armor vs double damage stuff. At higher levels this will almost never do anything. And this is an expensive mod!
Pommel Spike and Retracting Pick - These ones need some thought but really need change; at higher levels the damage is less than a single attack. Even at mid tier skill the small increase in damage is almost never worth forgoing 2+ attacks
-I'm thinking...
Add an extra attack during the activated round (haste effect?)
Or simply add a smaller amount of wounding (5?) for 1 round and decrease the CD to maybe 3.
Jackhammer, Heel Catcher -1 round of KD per attack added, no KD bonus - perhaps -1KD for hammer. These are ~sort of ok now, but I think they would be more interesting with a 2+ lucky chances.
The removal of KD bonus should even out with potential luck of more attacks.
(also a note with Heel Catcher: oddly when using this with a pole arm distance of reach, this attack pulls you tight into the mob. It kind of defeats the reach benefits of pole arms).
One mod change of note that has recently come about is the instantaneous 2r Rotary shield with cool down.
It used to be a full round action of dubious value and now is actually useful and fun. I've only dedicated 1 feat to the bash item, but even if the rotary rarely hits for me (-5 AB and once per round or 2 depending)...it's much much more useful than losing a number of main attacks for the potential of 1 and some stamina drain.
Currently, I'll occasionally use the rotary when stamina permits, whereas it was never desirable to use the old rotary bash full-round mod...considering elemental shields are a decently effective thing -with consumables cost.
Instant activate also makes the elemental mods (Aspergillum, cannister, striker) much much more useful, as opposed the the older, full-round activates.
Based on my experience, I think this idea would work well for many Activatable mods.
ie, Make them instant activate and add additional damage if they hit during the activation period - which I'll suggest to be 1 round of attack. Typical CD is already 5r? So there is not a spamming concern.
-Further, the mod would see some increases in potential due to #attacks from skill increase and intrinsic AB and damage increases seen in weapon tier increases.
-Note that -5/-10 of second and third attacks may mean the extra attacks won't hit except on 20 for higher tier areas anyways...But if you do get lucky in the first attack, you may get an attack or 2 while they are on the ground or bleeding, etc.
Stamina cost could be upped to compensate.
Also, re: wounding - mobs get a fair bit of wounding resist as tiers increase, so the full number effects are only seen at the lowest of tier dungeons.
______________________________________________________________________________________________________________________________________________
_______________________________________________________________________________________________________________________________________________
These are the current mods that I think need instant activate tweaks:
Drill Spear - ignore armor for 1 round of attacks
Chainblade - add a significant(15?) wounding to target for 1 round of attacks. Forget the double armor vs double damage stuff. At higher levels this will almost never do anything. And this is an expensive mod!
Pommel Spike and Retracting Pick - These ones need some thought but really need change; at higher levels the damage is less than a single attack. Even at mid tier skill the small increase in damage is almost never worth forgoing 2+ attacks
-I'm thinking...
Add an extra attack during the activated round (haste effect?)
Or simply add a smaller amount of wounding (5?) for 1 round and decrease the CD to maybe 3.
Jackhammer, Heel Catcher -1 round of KD per attack added, no KD bonus - perhaps -1KD for hammer. These are ~sort of ok now, but I think they would be more interesting with a 2+ lucky chances.
The removal of KD bonus should even out with potential luck of more attacks.
(also a note with Heel Catcher: oddly when using this with a pole arm distance of reach, this attack pulls you tight into the mob. It kind of defeats the reach benefits of pole arms).