Crafting "Hit [insert type here] %" base weapons .

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Minky
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Crafting "Hit [insert type here] %" base weapons .

Post by Minky »

This was an idea I had mainly for Archery, but could be extended to the other weapons:

Right now, there's like 4 Magical shots: Hit Lightning, Hit Fireball, Hit Magic Arrow, Hit Dispel (there might be others, but I can't recall them at the moment).

Would it be possible to craft a Wooden Bow that shoots only Magic Arrow, using the normal crafting materials, + Sulphurous Ash? This wouldn't be overpowering, as I wouldn't want the base damage of the weapon applied, in that it ONLY shoots the "Hit {..}" property. (Think Magic Arrow from Diablo 2)

You could even take it further and require each magical shot to require mana (Magezon anyone?) for each shot to balance it out if need be.

I'm taking the idea of the Goldmachine one step further.

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Death
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Crafting "Hit [insert type here] %" base weapons .

Post by Death »

Minky wrote:This was an idea I had mainly for Archery, but could be extended to the other weapons:

Right now, there's like 4 Magical shots: Hit Lightning, Hit Fireball, Hit Magic Arrow, Hit Dispel (there might be others, but I can't recall them at the moment).

Would it be possible to craft a Wooden Bow that shoots only Magic Arrow, using the normal crafting materials, + Sulphurous Ash? This wouldn't be overpowering, as I wouldn't want the base damage of the weapon applied, in that it ONLY shoots the "Hit {..}" property. (Think Magic Arrow from Diablo 2)

You could even take it further and require each magical shot to require mana (Magezon anyone?) for each shot to balance it out if need be.

I'm taking the idea of the Goldmachine one step further.
It can be extended through the craft system by say......normal amount of boards + 1 fire ruby would give a bow (Flaming Arrow bow maybe?) base of 10% magic arrow (So it always comes with that amount of magic arrow hit spell but runics can still extend it).

The crafting system is flexible in that respect.

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Red Squirrel
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Crafting "Hit [insert type here] %" base weapons .

Post by Red Squirrel »

hmm that could work, and could use sulfurish ash as ammo or something.

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Plastic Man
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Crafting "Hit [insert type here] %" base weapons .

Post by Plastic Man »

Would be a cool novelty bow kind like longshot XD

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Minky
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Crafting "Hit [insert type here] %" base weapons .

Post by Minky »

You could even take it a step further and require tactics for the specials on the weapons, but for extra damage, you could require Eval Int as the effects are magical.

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DOCTOR THUNDER
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Crafting "Hit [insert type here] %" base weapons .

Post by DOCTOR THUNDER »

how about a hit pain spike bow that calculates damage off of the archer's spirit speak? I know of 2 archers that would love a bow like that...

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Minky
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Crafting "Hit [insert type here] %" base weapons .

Post by Minky »

Why, so the first hit does 32ish damage and stam drains, then the hits for the next 30 seconds do 1? :lol:

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DOCTOR THUNDER
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Crafting "Hit [insert type here] %" base weapons .

Post by DOCTOR THUNDER »

Minky wrote:Why, so the first hit does 32ish damage and stam drains, then the hits for the next 30 seconds do 1? :lol:
I forgot that you don't know me and assume that I only use 1 bow. A hit pain spike bow would work really well to stick someone in place. Its fun watching some of the newbs, like Reco, have to teleport around once I get them stammed.

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Death
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Crafting "Hit [insert type here] %" base weapons .

Post by Death »

DOCTOR THUNDER wrote:how about a hit pain spike bow that calculates damage off of the archer's spirit speak? I know of 2 archers that would love a bow like that...
Custom hit spells are a bit controversial as they would alter the gameplay. Mind you, a pain spike bow would be pretty slick, but if that property were in the game, other weapons would need to have an equivalent.

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