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#21 |
The Magister
![]() Join Date: February 12, 2003
Location: Romania, district Buzau, city Buzau
Age: 39
Posts: 127
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I think that a good alternative for the archer is the general archer class, found it Tactics Mod (i think); it's an archer in fighter class (sorta speak(, so i believe he would be better than a kensai with bows!
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#22 | |||
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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*shivers or, in it's second name, the weapon of mass casual disembowelment (and thank you Butterfingers for that lovely description). Yeah, it's two handed. Yeah, it's a tough fight. Yeah, it's been done prior to Item Upgrades. But it's still needs to be toned down, in my opinion. Why, you ask? You see... A ranged 1D6 +5 +STR Bonus weapon is decent, but not that hot. Adding it +1 ApR makes it mighty (a la Fire Tooth +3). Adding it 6 poison damage over the course of 6 seconds per hit makes it very powerful indeed (Spell Disruption and the like...). Now, adding it Fury-like Stun (!) makes it simply unbalancing.
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#23 | |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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#24 | ||
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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MODs should be made with logic, roleplay, realism, AND fun gameplay in mind, not just items that enable to sleepwalk through the game. (Equip a Kensai with Throwing Impaler, learn a few Greater Whirlwinds, let the AI do the rest.) Quote:
It's all right to create powerful items, as there are indeed people who need them out there. But there is such as thing as going too far. Perhaps if you took the most powerful items and only had them enabled if Tactics is installed as well?
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#25 |
Ironworks Moderator
![]() Join Date: June 10, 2001
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I thought about it for a while, and just want to know what the others think of this?
Ingredients: ---- Impaler +3 Halcyon Spear +1 Cloak of Reflection Rogue Stone 20,000 Gold Impaler +4 The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. This weapon has been upgraded by < CHARNAME > into a vorpal weapon. STATISTICS Equipped Abilities: Immunity to Electricity( aka +100% Electrical Resistance) Combat Abilities: 15% chance for each hit whereby the opponent must save vs death with a -4 penalty or suffer instant death. THAC0: +4 bonus Damage: 1D6 +4, +10 piercing damage, +4 electrical damage Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief ---- I think it can be justified as a vorpal weapon. The idea of being 'impaled' by this bad mofo and dying in one hit is certainly plausible, and even if you survive, your guts are still spilling out all over the place due to the inherent mega damage. As always, comments are welcome. [img]smile.gif[/img] [ 03-07-2003, 03:06 PM: Message edited by: Dundee Slaytern ] |
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#26 |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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So was that a sarcastic joke Dundee? [img]smile.gif[/img]
(the spear is grossly overpowered)
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#27 | |
Ironworks Moderator
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No, I was proposing an alternative. Did I make the % chance for instant death too high? I was comparing it to other vorpal weapons, mainly the Silver Sword and the Ravager. |
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#28 |
Symbol of Cyric
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Edit:
Just realized that it wasn't a throwing spear you were proposing. ![]() Well in that case, I'd have to say that's quite alright. Better than the Ravager I think, for a quite cheap list of ingredients as well, but definitely not game-breaking like the Bloodbane or Throwing Impaler. [ 03-07-2003, 02:54 PM: Message edited by: Rataxes ]
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#29 |
Ironworks Moderator
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What if I tweak it to 10%? This will make the vorpal ability on par with the Axe of Unyielding +5 which is a one-handed weapon.
[ 03-07-2003, 02:56 PM: Message edited by: Dundee Slaytern ] |
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#30 |
Symbol of Cyric
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Hmmm, what you could do is lower the chance to 10% and increase the save penalty to -6. I think that should give it an average chance of 5-6% vs the average ToB monster without any outer circumstances. It does more average damage than the Ravager, pierces Stoneskins and is easier to assemble, so having a slightly lower vorpal chance is justified.
[ 03-07-2003, 03:06 PM: Message edited by: Rataxes ]
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