Q&A Weapon dmg update

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Boris
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Q&A Weapon dmg update

Post by Boris »

This is the first round / draft and if there's something OP or not good enough, we can make more changes. I'll try to explain the current changes as good as I can, without giving numbers.

Orange: No changes, good as they are.
Green: Changes, boosted.
  • 100% Halberd
    95% Crescent blade
    92% Paladin sword
    90% Viking sword

    85% Bardiche
    82% Bladed staff
    65% Broadsword

    60% Longsword
The swords were really wrong. Before this update longsword was the best sword from every aspect. It did the most damage, it was the fastest and it required the least skill. I boosted broad, viking and paladin sword to match or top the longsword. Also minor speed changes have been made to 1-handed swords, but they're barely noticable IG. Besides the 1-handed swords, bladed staves and crescent blades took a clear boost.
  • 100% Maul
    97% Scythe
    92% Scepter
    85% War mace
    75% War axe

    65% War hammer
Mauls don't really need a boost, so they took fine-tuning and the reason behind it was because I wanted to create more difference/gap between scepters and mauls. The difference/gap is identical between war maces and war axes. War axes took a clear boost, but war maces will do more damage and due high ingot requirements, they have much more durability. For now scythes are left untouched.
  • 100% Lance
    95% Double bladed staff
    85% Pike

    75% Spear
I see spears fine as they are and there was a clear problem with pikes. Pikes require more skill, they're slower than spears and before this update, they did identical damage (these two had the same exact damage modifiers). Now pikes were boosted in damage, creating a difference. Double bladed staves were boosted aswell and Lances took a boost to match its speed/skill requirements.

Do try out the changes, the basic idea of these changes is the create more variety in both PvP and PvM - and feedback is always welcomed.

- Boris
Leather armor is best for sneaking, because it's literally made from hide.
xHarlequinx

Re: Q&A Weapon dmg update

Post by xHarlequinx »

Two-handed axes?
KaneThun
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Re: Q&A Weapon dmg update

Post by KaneThun »

the old crafteable weapons and founf items got boosted also? or just the new made and found ones?
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Boris
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Re: Q&A Weapon dmg update

Post by Boris »

KaneThun wrote:the old crafteable weapons and founf items got boosted also? or just the new made and found ones?
All.

- Boris
Leather armor is best for sneaking, because it's literally made from hide.
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Re: Q&A Weapon dmg update

Post by Athan01 »

xHarlequinx wrote:Two-handed axes?
Yeh there's an idea what about looking into axes? Double axes look class and I remember from JE people used to use them all the time. For two handed weapons that hit one tile the current damage sucks
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Re: Q&A Weapon dmg update

Post by Wille »

Axes added to discussion on the GM forums.
Hear it not my lord, for it is a knell. That summons thee to heaven, or to hell.
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Re: Q&A Weapon dmg update

Post by Vaux27 »

Myep this is pretty cool, can't wait to do some testing.
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Re: Q&A Weapon dmg update

Post by Zaradon »

Boris wrote: Green: Changes, boosted.
100% Maul


Mauls don't really need a boost, so they took fine-tuning and the reason behind it was because I wanted to create more difference/gap between scepters and mauls.


- Boris

So, did the Mauls eventually got a boost?

A simple yes/no will do.
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Boris
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Re: Q&A Weapon dmg update

Post by Boris »

Yes.

- Boris
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Re: Q&A Weapon dmg update

Post by Mike »

95% Crescent blade - Sparing weapons for Swordsmanship. In my opinion it's more useful as a low damage weapon. Boosting it is like boosting Training Staff.
"last i knew it was illegal to hate someone" Richard Mota
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