Khrone 648 Posted May 13, 2021 Share Posted May 13, 2021 Thinking about weapons that aren't used too much and inspired by @nilozero's topic on Portuguese Forum, i decided to do this. Notes: "1H" = One-Handed "2H" = Two-Handed Shields: +15% Physical and Magical Defense. (The only weapon that has a special passive) Daggers: 2.5% Penetration (each) 1H Swords: +2.5% Attack Speed (each) 1H Axes: +2.5% Parry (each) 1H Maces: +2.5% Magical Damage (each) Spoiler Maybe i should swap the Swords and Axes passive? 2H Swords: +5% Attack Speed 2H Axes: +5% Parry 2H Maces: +5% Magical Damage Spears: +5% Penetration Spoiler Plot twist: Spears are Two-Handed Daggers Staff: +10% Magical Damage Bow: +5% Attack Speed Crossbow: +5% Physical Damage What do you guys think? Quote Link to comment Share on other sites More sharing options...
Drakoslayd 645 Posted May 13, 2021 Share Posted May 13, 2021 Axes, historically, CANNOT parry. Instead they should penetrate armor Let me explain why. The axe head isn't large enough and there isn't a handguard to protect the hand so if you tried to parry you would loose fingers Khrone 1 Quote Link to comment Share on other sites More sharing options...
Khrone 648 Posted May 13, 2021 Author Share Posted May 13, 2021 5 minutes ago, Drakoknight said: Axes, historically, CANNOT parry. Instead they should penetrate armor Let me explain why. The axe head isn't large enough and there isn't a handguard to protect the hand so if you tried to parry you would loose fingers Warspear is Warspear Quote Link to comment Share on other sites More sharing options...
Drakoslayd 645 Posted May 13, 2021 Share Posted May 13, 2021 6 minutes ago, Khrone said: Warspear is Warspear Still. Parrying with axes doesn't make sense. Instead axes should have increased armor penetration and daggers should have increased accuracy due to how small they are Khrone 1 Quote Link to comment Share on other sites More sharing options...
lore 318 Posted May 13, 2021 Share Posted May 13, 2021 (edited) but why we should have that? any reasoning behind the stats bonuses of each weapon? the reasoning behind the 15% bonuses from the shields are due that only the stats of the shield would not allow for an deffence increase worth of it, thats why it has been made that way (from what i see) Edited May 13, 2021 by lore Quote Link to comment Share on other sites More sharing options...
Clarissa 12 Posted May 13, 2021 Share Posted May 13, 2021 (edited) Actually I find the idea fine as some weapons are already forgotten; like this even new item builds will be brought to the game. However, I'm not sure about the usefulness of attack speed since almost all physical damagers can hit the cap without it. Maybe you can change some of them to accuracy(like 1h ones, I guess 2h ones are fine) and even swap some of the passives. For example: accuracy for daggers, penetration for axes and parry for swords. Edited May 13, 2021 by Clarissa Khrone 1 Quote Link to comment Share on other sites More sharing options...
Jollier 78 Posted May 13, 2021 Share Posted May 13, 2021 Theres no point in having this... Quote Link to comment Share on other sites More sharing options...
Khrone 648 Posted May 13, 2021 Author Share Posted May 13, 2021 (edited) 2 hours ago, lore said: but why we should have that? any reasoning behind the stats bonuses of each weapon? To make each weapon even more unique, since there are some that aren't used too much. 2 hours ago, lore said: the reasoning behind the 15% bonuses from the shields are due that only the stats of the shield would not allow for an deffence increase worth of it, thats why it has been made that way (from what i see) A lv 30 one increases 1K defense Edited May 13, 2021 by Khrone Quote Link to comment Share on other sites More sharing options...
lore 318 Posted May 13, 2021 Share Posted May 13, 2021 (edited) 2 hours ago, Khrone said: A lv 30 one increases 1K defense do you know how much 1k deff does at high levels? also that 1k is achivable by having the shield with either deffence rune (physical) at low amp or have it at +10, still not eught for the levels u find out by itself, making the 15% still nedded on my point of view 2 hours ago, Khrone said: To make each weapon even more unique, since there are some that aren't used too much. yeah it makes sense, but i dont agree much due to the staffs, i think it would be better something like 5% skillcooldown but also adding an new type of weapon for the casters wich is aimed on stuff like crits Edited May 13, 2021 by lore Khrone 1 Quote Link to comment Share on other sites More sharing options...
Khrone 648 Posted May 13, 2021 Author Share Posted May 13, 2021 1 minute ago, lore said: but also adding an new type of weapon for the casters It would be good to have Spell Books, weapons with high Cooldown but low Magical Damage Quote Link to comment Share on other sites More sharing options...
rafa9876 149 Posted May 13, 2021 Share Posted May 13, 2021 34 minutes ago, Khrone said: It would be good to have Spell Books, weapons with high Cooldown but low Magical Damage Unfortunately magic damage is already rather low even with staffs, and considering how inefficient high cooldown is... I'd find it pretty interesting regardless though, maybe the spell book could be 1h or the new weapon could be a wand or orb. Khrone 1 Quote Link to comment Share on other sites More sharing options...
Drakoslayd 645 Posted May 13, 2021 Share Posted May 13, 2021 6 minutes ago, rafa9876 said: Unfortunately magic damage is already rather low even with staffs, and considering how inefficient high cooldown is... I'd find it pretty interesting regardless though, maybe the spell book could be 1h or the new weapon could be a wand or orb. I think staffs and swords should be buffed. Staffs should get high dmg, wands could have fast speed, like daggers, and spellbooks could be an offhand item Quote Link to comment Share on other sites More sharing options...
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