Staff class bonus.

Aftershock
Posts: 50
Joined: Wed Jun 15, 2016 2:51 pm

Re: Staff class bonus.

Postby Aftershock » Thu Apr 20, 2017 11:22 am

You can't cover a problem up with a sheet. It will only have to be fixed in the future causing alot more problems than fixing it now.
Aftershock

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: Staff class bonus.

Postby killa » Thu Apr 20, 2017 11:30 am

lol rubber training dagger

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: Staff class bonus.

Postby killa » Thu Apr 20, 2017 11:30 am

staves suck plain and simple should be +dmg per tier of staff plain and simple like all other weapons

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: Staff class bonus.

Postby killa » Sat Apr 22, 2017 11:45 pm

got some good momentum here, waiting for some more input please, keep it moving #makestavesgreatagain4casters

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Styx
Posts: 451
Joined: Sat Dec 17, 2016 5:14 am

Re: Staff class bonus.

Postby Styx » Sun Apr 23, 2017 12:43 am

The whole point of a caster is abilities of magic casting.

Therefor I suggest +% of NH amount for speed
+% of NH amount for dammage output
+% of NH amount for x abilities

But if this was implemented for magic users then every class would cry out wanting something else

This could then increase farming for the x % staff or other weapon bases in a melee or other classes.

This would decrease the worry of crimson over other items. And people who couldn't get to participate in such events could in theory farm for the perfect weapon.

A barb wouldn't want a magic caster sword. Ahhh I gotta keep farming.... it would mean people have to kill more to get what they want.

It's be comming popular in many games.

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Lateralus
Posts: 932
Joined: Wed Apr 20, 2016 2:21 pm

Re: Staff class bonus.

Postby Lateralus » Sun Apr 23, 2017 8:24 am

I think the most simple thing to do coding and gameplay wise would be for damage to be based on so like it is for the other classes. You wouldn't have to add a whole new set of items or do anything special coding wise like set up tiers of damage for each diff staff out there.


Example pally does 35 damage with their hands you give them a shadow sword and they do about 135 damage. The sword adds about 100 damage. This is how melee works


Now say you are a caster all your offensive damage is based on the spell but what if your base spell damage was reduced and it added damage in from your equipped staff?

For example you might do 130 reg damage bare but adding in a green staff would put you at 160 damage. Adding a blue staff would put you at 165 damage based off its ap.

I think this is the most effective way to make staves a little more useful without overhauling the whole system or adding in other complicated systems. You'd still wanna progress through staves and try to get the best for that little boost of damage like other classes get when they get a better weapon.

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: Staff class bonus.

Postby killa » Sun Apr 23, 2017 12:23 pm

8-) ^

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Folder
Posts: 1076
Joined: Wed Jul 27, 2016 9:04 am
Location: Texas

Re: Staff class bonus.

Postby Folder » Sun Apr 23, 2017 1:08 pm

yeah, that's the answer Lat. I see zero downsides to this except that casters lose some lvling speed, but let's be honest they are very easy to lvl right now anyway.
<Silhouette>

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: Staff class bonus.

Postby killa » Sat Apr 29, 2017 11:31 pm

:popcorn:


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