What sort of new weapons would you hope to see?

Fegged

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Caluminium said:
Buff Spells,

Focused Mind - 50 mana - 90 seconds - 30% increase in player's hit chance.

Change the numbers if you want.

eh, 30%? thats a bit much.
The high ones would have like a /3 miss rate or even lower
 

zeus9860

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Yet you would still miss alot... That would probably help with 2 handed axes, the oldest ones mostly.
 

Bordoga

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Oh yeah it woudl certainly help with 2H-Axes.
 

Age

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I can run as fast as / faster than someone with a Ravenmace whilst anywhere from 1/2 my weight bar or less.
 

zeus9860

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^You must be on drugs then. Hard to believe you could beat someone in a ravenmace with your character, unless you are counting with the random no speed boost moments from the mace aswell or if you got 0 weight, even then... i'm not completly sure. :wink:
 

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Came up with quite a few ideas.

Buff Spells,

Focused Mind - 75 mana - 90 seconds - 45% increase in player's hit chance.
Momentum Spirit - 75 mana - 90 seconds - 25% increase in player's fire rate.
Vampyric Soul - 75 mana - 90 seconds - 15% of damage done to the enemy grants health to the player.
Mystic Leech – 75 mana – 90 seconds - 15% of damage done to the enemy grants mana to the player.
Strength Amplifier – 75 mana – 45 seconds – 20% increased damage.
Amplifier Circle – 150 mana - 15% increased damage to players within.


Potions,

Wealth Potion – 3 doses – All monster gold drops are multiplied by 3 (eg. normally 1000 coins dropped from a monster, 3000 if you drank the pot).
Frostbite Potion – 1 dose – 25% cold resistance granted, 10% chance on each attack on a player to freeze the enemy.
Shock Potion – 1 dose – 25% lightning resistance granted, 10% chance on each attack on a player to electrocute the enemy.

DOUBLE EXPERIENCE POTION loljk


Weapons,

Granite Shield – shield indestructible – small chance to stun the enemy on an attack, same parry chance as rune shield.
Bludgeon Tomahawk – Deals dark damage, hits multiple times before coming back, has vampyric effects.
 

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sacrifice spell?

kill self to resurrect all players with 50% life ?
 

Caluminium

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Onibaku said:
sacrifice spell?

kill self to resurrect all players with 50% life ?

It would be easily abused.
 

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I still want a necromancer item that takes HP to have equipped and gives mana regen... and the spells have vamprism. (We don't have any vampric spells yet right?)
 

zeus9860

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I thought necromancers were mostly based in summoning powerfull undeads and lots of them?

Eh either way works i guess, or both ways... :wink:
 

Caluminium

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Vial of Eagle Blood - No fall damage or view stutter when falling from heights. 8)
 

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how about some kind of energy burst for MA. Kinda similar to orion bow but it levels MA and uses mana.
 

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Hmm, you know, if they made an spell that made you do 20% more damage, all bosses would eventually come with 20% more HP? They make enemy damage to compensate for player's armor, ice shield, AND potions already... if you lack potions and ice shields you are instant dead :p

Maybe I should make bosses that don't compensate for the potions... that way you actually feel more durrable with them? Nahh, then my map would be too easy!

Edit: Its not quite a weapon, but I would love to see the existing spells in the game work against enemies, I feel that all the new monsters have FAR too much magic resistance which renders many spells useless and then the game becomes all melee+tork bow.
 

zeus9860

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Torkbow does elemental damage, so its out of that league you just mentioned. (considering that all elements are crap vs an enemy, such as tork elves otherwise you are correct)

EDIT:

Also i would prefer seeing better spells for each subskill, preferably new spells that work differently than the ones we have. (spells that work like acidic bolt and the likes, making good damage vs 1 target rather than hit multiple enemies for crap or not hitting at all). :wink:
 

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Srgnt Rehab and Zeus said:
Stuff about spells

The problem with spells (though Thothie is doing a spellcasting system overhaul, iirc) late game is that all of the most powerful spells depend almost entirely on DoT effects being applied to inflict damage.

If a player or an npc is 50% resistant to say, Fire, and has no armor, they take 50% damage from Fire Torkalath Bow shots, but they take less than 50% damage from Volcano, because resistances also provide a chance to negate DoT effects/freezing, and when this happens, they seem to ignore further attempts at DoT application/freezing for a short period of time.

Direct damage spells (not necessarily single target) would be handy.
 

zeus9860

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Keldorn said:
Direct damage spells (not necessarily single target) would be handy.

That was my point, better to just have "impact" spells that deals more damage on impact rather than having them do dot. Having these spells hit multiple targets might be hard though, unless it deals a long AOE impact.
 

Thothie

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Keldorn said:
If a player or an npc is 50% resistant to say, Fire, and has no armor, they take 50% damage from Fire Torkalath Bow shots, but they take less than 50% damage from Volcano, because resistances also provide a chance to negate DoT effects/freezing, and when this happens, they seem to ignore further attempts at DoT application/freezing for a short period of time.

Direct damage spells (not necessarily single target) would be handy.
I think the whole resistance = %resistance of the DOT ever applying thing kinda needs to go, although that would be a major game changer. Maybe make it only apply to secondary effects instead (ie. Skeletons would still take the a percentage of the DOT, wouldn't likely be slowed slow from frost, etc.) Granted, fire has no secondary effects, but the idea would be to compensate for that by better damage (also compensated for, in the monster->player direction, by the ease of resistance).

It'd be a bit of a change, but it wouldn't take us back to anywhere we've not been before... Elemental resistance didn't used to work like this.
 

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New idea:

Torkaloth Crossbow

The default bolt is a dwarfen type bolt.
Reload is quite long (i.e. 5-10 seconds)
High damage
Recoil?
Looks like the crossbow from the apprentice on the_wall
Possible the_wall drop?
 

zeus9860

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^Don't like it, thing needs a reskin if it was ever to be used by players. :wink:
 

Srgnt Rehab

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Thothie said:
I think the whole resistance = %resistance of the DOT ever applying thing kinda needs to go, although that would be a major game changer. Maybe make it only apply to secondary effects instead (ie. Skeletons would still take the a percentage of the DOT, wouldn't likely be slowed slow from frost, etc.) Granted, fire has no secondary effects, but the idea would be to compensate for that by better damage (also compensated for, in the monster->player direction, by the ease of resistance).

It'd be a bit of a change, but it wouldn't take us back to anywhere we've not been before... Elemental resistance didn't used to work like this.

Hmm, I really like the idea of having a chance to not be fired or catch on ice. Perhaps we could create a new secondary and harder to obtain resistance that doesn't do damage reduction but it does have the chance to not apply the damage.

So pretty much just split up the current resistance into two separate groups... Resistance(Damage taken reduction) and Deflection(Chance of being hurt reduction). Not like it is completely needed, but it'd be like parry for spells........ maybe?
 

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I thought that the Raven Mace should do something with the charges that it uses, or right click for some different movement abilities. The abilities requiring certain Agility or Fitness levels, or possibly a new weapon. Perhaps something like charge up to red to use higher or further jumps for ten seconds. Right-click to switch to landing mode, which means you stop running fast, and would be able to take no fall damage and view stutter when falling from heights, then right-click again to switch back to running mode.
 

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Skele Jump + That >.< oh dear, but not bad
 

Caluminium

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Soul Hunter (New Forgable Neck Hunter)
Primary Attack - Explosive Charge, the same as the regular Neck Hunter's 1st charge
1st Charge - Explosive Charge with an added Divination Packet (like Holy Lance, costs 5 mana per charge)

A new bow with different attacks
You can charge it up with time by holding left click, the grey charge bar at the bottom slowly fills up, maybe 5 seconds for full charge for max damage.
Right click to switch to arrow rain (multiple arrows from above, you get an aiming reticle like Phlame's Staff to help choose where you aim) then left click to release like 10-20 arrows into the area, costs 50 mana for each shot.

Holy Bow
Frost Bow sorta thing, a bow that has it's own ammunition, Holy Arrows
 
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