Making caster weapons matter

Aieron
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Making caster weapons matter

Postby Aieron » Sun Jun 12, 2016 7:41 pm

This was mentioned last night when we were chatting, but it'd be nice for caster weapons to impact their spell casting in some way. It just makes more sense, and it'd make gearing them more interesting.

Initial suggestions so far:

- Alter the spell dmg formula so weapon level is involved. You'd aim for the same damage values you have now, but it'd make weapons actually matter.
- Weapons increase spell duration. This would be cool for stoneskin/haste, but it could be challenging to balance.
- Frizzle/unaffect rates. This could over complicate these formulas since they are influenced by stats and races (if like RoK) already.
- World benefits. Weapons let casters access certain areas throughout the world like hidden shops/guilds/warp paths. Less about power and more about convenience.

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Lateralus
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Re: Making caster weapons matter

Postby Lateralus » Mon Jun 13, 2016 12:47 am

kinda on the fence on this since it complicates things a bit but a simple way would be adding int or wis to the weapon. Maybe this could be added down the road if they need a bit more power once we see how everything balances out.

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daedroth
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Re: Making caster weapons matter

Postby daedroth » Mon Jun 13, 2016 3:21 am

As Lateralus says dding +Int/Wis would probably do the trick and be easily done. I think these items would cost a good bit of money though.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Rodeo
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Re: Making caster weapons matter

Postby Rodeo » Mon Jun 13, 2016 4:18 am

I am always in favor of adding stat mods through wrapons

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daedroth
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Re: Making caster weapons matter

Postby daedroth » Mon Jun 13, 2016 4:24 am

OOOO What about variations to the enchantment spell? :D
Standard +to power or + to stat etc. Meh, just an idea.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Rodeo
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Re: Making caster weapons matter

Postby Rodeo » Mon Jun 13, 2016 4:28 am

What was always irritating about rok is that if you didn't pay cash for Stat mod items you simply never got to use them unless you had some friends with some major cheddar. I think if stat mods are ingame they should be obtainable by anyone just not the elite few.

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daedroth
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Re: Making caster weapons matter

Postby daedroth » Mon Jun 13, 2016 4:55 am

But thats discriminating against the elite few!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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daedroth
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Re: Making caster weapons matter

Postby daedroth » Mon Jun 13, 2016 5:23 am

Ok I was thinking about this while on patrol.

If something like the enchantment for stats thing was to be used:

Right Click on item - Enchant - drop down menu for enchant type you want.

Now the icky bit I do not know the values about what I am about to speak of, but bare with me:
From memory dull enchant = +4 ac, so lets assume its +4 attack power as well, and lets for simplicity say +4 attack power is equal to +1 str, then it would be simple conversion, you choose +4ac or attack or +1 stat bonus (although who would want + to attack power if you could get the str equivelant?... but I digress).

Str/Int/Agl: Are the easy ones, itll just be the equivelant of a + to the stat
End: is roughly +3 hp/lvl per +1, so thats easy also (does it give poison resistance also? always thought it should personally).
Wis: not sure how much mana/MR this adds but same principal as End
Chr: is a bit more icky, but you could use something like +1hp/lvl & +1 mp/lvl and + to charm chance (and whatever else chr gets used for...) per +
Obviosuly there would nbeed to be something added to the level up script to take into account the equipment stat enchantments.

I also think this should only apply to body armour and weapons... although that would be unbalanced in favour of dual wielders... ack... unless only one stat enchantment is applied from a weapon, and the other is ignored (so players responsibility to choose attack power)?
Eh... im going now

Could even add suffixes... for example a Long Sword with a Strength enchant: Long Sword of Strength
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Rodeo
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Re: Making caster weapons matter

Postby Rodeo » Mon Jun 13, 2016 6:42 am

The simplest way to tackle adding stats to items is to avoid a enchantment system and make oads that drop with a stat already affixed to them and have them set as class specific weapons and armor so you avoid dual welders being able to to abuse them by setting the item as max equip of 1 only so they can't use two of the same weapon example two swords that give +1 you can only equip one at a time.

I am also in favor of making rings and amulets that give Armor and stats aswell as long as they are obtainable ingame. But if we go the route of stats being added through items I would rather see 2-4 ac rings and amulets with a variety of stat mods being added to the game instead of weapons and armor altered to add stats.

Ring of strength 4 ac +1 str and so on and so forth with other stats maybe have a max equip of 1 stat mod ring and you can only equip armor rings after you equip a stat ring.

Can even get fancy and add gloves and boots. But let's see what chris sas on it. I think it could be alot of fun.

Aieron
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Re: Making caster weapons matter

Postby Aieron » Mon Jun 13, 2016 9:39 am

Stat adding items working out just depends on how the formulas scale. In RoK, they were generally broken for agi ones because ago scaled super fast.

I'm not sure how I feel about rings/amulets/etc that give flat stats. I just want caster weapons to matter more than them trying to melee with 10 strength or weird chanter builds with max strength lol


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