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Post by kingofaquilonia on Jul 30, 2015 22:02:12 GMT -5
Let's not kill the AB on great hammers/warhammers. They have terrible crit stats and lower minimum damage. They really aren't better than other weapons. people just see big numbers when someone like me manages to get a crit on a charge attack or power attack and think its because of the greathammer. Buff the other weapons if you feel they need it, don't kill warhammers/greathammers
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annasd
Just Wandered In
Posts: 9
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Post by annasd on Jul 31, 2015 2:43:31 GMT -5
With my dual-wielder, I'm far better off fighting things with my magnetic warhammer level 10 than with my three-mod rapier level 25 (+1 damage, +1 block rolls, x3 crits with -1 AB). I hit more often and I consistently deal more damage.
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Post by eba on Jul 31, 2015 8:27:48 GMT -5
Let's not kill the AB on great hammers/warhammers. They have terrible crit stats and lower minimum damage. They really aren't better than other weapons. people just see big numbers when someone like me manages to get a crit on a charge attack or power attack and think its because of the greathammer. Buff the other weapons if you feel they need it, don't kill warhammers/greathammers Crits don't matter. PE ran the numbers, hammers are objectively better then other weapons.
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Post by kingofaquilonia on Jul 31, 2015 15:59:13 GMT -5
I'm not seeing how though, crits do need to be factored into average DPS.
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Post by eba on Jul 31, 2015 23:16:17 GMT -5
I'm not seeing how though, crits do need to be factored into average DPS. They are. You don't crit enough for crits to make a difference to the averages.
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Post by frenzied on Aug 1, 2015 14:17:01 GMT -5
Damage on basic hits is significantly more important than critical ranges and multipliers. It's why scythes in DnD are generally regarded as bad choices, and why people using blunt weapons that are only given a 20x2 range are able to generally perform against characters that use their 19-20x2 and 20x3 counterparts.
Damage on basic hits in this is significantly more important due to armor damage reduction being a thing. Criticals don't matter if your damage range is garbage.
The only time that critical hits really become important is in late game, where generally your damage bonuses completely overwhelm your weapon's base damage range. That's generally when you're hitting a point where your damage bonus is 1.5x to 2x your weapon's base damage, and I'm fairly certain with the way that damage climbs as we level in this we'll only be seeing that change at the 70+ skill range.
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Post by judicator on Aug 1, 2015 19:20:03 GMT -5
Scythes have a function, and they perform it well.
As regards two-handed weapons, each of the "big three" should have a role. Claymores are for steady damage, Great Hammers are for high-armor targets to overcome DR, and Halberds seem to be utility, based on their available mods. I would imagine then that damage ratings for each could be something like ...
Claymore: Minimum A, Maximum C, Critical A (15/200) (optimal v. low armor) Halberd: Minimum B, Maximum B, Critical B (10/200) (optimal v. mid armor and for utility) Hammer: Minimum C, Maximum A, Critical C (5/200) (optimal v. high armor)
I don't know what the ranges are set to for each of these weapons, but on another server I worked on, I set the ranges for polearms to be longer than their default (simple .tlk edit). This made halberds and spears more attractive options because they could be used from behind the "tank" PCs, and this range carried over into their Cleave and Attack of Opportunity ranges. This helped to compensate for their subpar base damage and critical threats, made them fun, even.
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Post by frenzied on Aug 1, 2015 20:29:10 GMT -5
Being optimal against different armor types would require weapons to have an armor penetration stat. As of right now, having consistent damage output goes hand in hand with penetrating armor. The weapon with the best armor penetration also happens to be the weapon that is best at consistently dealing damage.
Weapons in Engines definitely have had their ranges adjusted. Take a look at whips.
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Post by judicator on Aug 1, 2015 20:59:58 GMT -5
Whips having ranges adjusted /= polearms having ranges adjusted.
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Post by Psionic-Entity on Aug 1, 2015 21:14:36 GMT -5
Being optimal against different armor types would require weapons to have an armor penetration stat. As of right now, having consistent damage output goes hand in hand with penetrating armor. The weapon with the best armor penetration also happens to be the weapon that is best at consistently dealing damage. Adding max damage is net better than adding min damage, but more so against heavily armored targets. Depending on the numbers something like +3 max damage and -4 min damage makes a weapon better against heavy armor and worse against light armor. It's not super pronounced but that's partly because I never wanted a system of hard counters in the first place.
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