Posted July 08, 2011
Additionally, here is the current state of weapon re-design. I haven't entirely finished adding all the weapon types, because one thing that's tricky is making sure they're all unique and yet similarly powerful.
A few things occurred here: 1, to minimize the current advantage missiles have, they will grant a "bonus" the opponents chance to "dodge." This is really indicating the weapon carrier's ability to *hit*, not just the opponent's chance to dodge. It's just that sorta putting them together into one category makes it easier.
To give melee an advantage back, they gain anti-"block" bonuses.
Blunt weapons (and slings) deal less damage, but they get "stun" chances rather than anti-block or anti-dodge advantages.
Longsword's range is reduced to 1, but there is still a melee weapon with 2 range: the Halbred. However, using the Halbred you lose the anti-block bonus and cannot carry a shield as it is 2 handed.
The Two-Handed Sword only has a range of 1 and it's anti-block bonus is small AND it keeps you from carrying a shield, but it's clearly the most powerful weapon there is, doubling the bonus of practically all other weapons.
The only two that are the same are the Longsword and Axe. They will gain differentiation in the future, I'm sure.
Thoughts?
Longsword
Range: 1
Damage Modifier: +5
Other: -15% to opponent's block
Axe
Range: 1
Damage Modifiers: +5
Other: -15% to opponent's block
Mace
Range: 1
Damage Modifier: +4
Other: +10% chance to stun if it hits. Stunned enemies skip their next turn.
Morning Star
Range: 1
Damage Modifier: +5
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.
Two-handed Sword
Range: 1
Damage Modifier: +8
Other: -5% to opponent's block.
Halbred (Two handed)
Range: 2
Damage Modifier: +4
Longbow
Range: 3
Damage Modifier: +3
Other: +30% chance for opponent to dodge.
Dagger
Range: 1
Damage Modifier: +2 at range of 1, +5 at range of 0.
Other: -25% to block.
Shortsword
Range: 1
Damage Modifier: +4
Other: -20% to block
Shortbow
Range: 2
Damage Modifier: +2
Other: +25% chance for opponent to dodge.
Quarterstaff
Range: 1
Damage Modifier: +4
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.
Darts
Range: 2
Damage Modifier: +2
Other: +20% opponent chance to dodge.
Sling
Range: 3
Damage Modifier: +1
Other: +30% opponent chance to dodge, +5% chance to stun. Stunned enemies skip their next turn.
A few things occurred here: 1, to minimize the current advantage missiles have, they will grant a "bonus" the opponents chance to "dodge." This is really indicating the weapon carrier's ability to *hit*, not just the opponent's chance to dodge. It's just that sorta putting them together into one category makes it easier.
To give melee an advantage back, they gain anti-"block" bonuses.
Blunt weapons (and slings) deal less damage, but they get "stun" chances rather than anti-block or anti-dodge advantages.
Longsword's range is reduced to 1, but there is still a melee weapon with 2 range: the Halbred. However, using the Halbred you lose the anti-block bonus and cannot carry a shield as it is 2 handed.
The Two-Handed Sword only has a range of 1 and it's anti-block bonus is small AND it keeps you from carrying a shield, but it's clearly the most powerful weapon there is, doubling the bonus of practically all other weapons.
The only two that are the same are the Longsword and Axe. They will gain differentiation in the future, I'm sure.
Thoughts?
Longsword
Range: 1
Damage Modifier: +5
Other: -15% to opponent's block
Axe
Range: 1
Damage Modifiers: +5
Other: -15% to opponent's block
Mace
Range: 1
Damage Modifier: +4
Other: +10% chance to stun if it hits. Stunned enemies skip their next turn.
Morning Star
Range: 1
Damage Modifier: +5
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.
Two-handed Sword
Range: 1
Damage Modifier: +8
Other: -5% to opponent's block.
Halbred (Two handed)
Range: 2
Damage Modifier: +4
Longbow
Range: 3
Damage Modifier: +3
Other: +30% chance for opponent to dodge.
Dagger
Range: 1
Damage Modifier: +2 at range of 1, +5 at range of 0.
Other: -25% to block.
Shortsword
Range: 1
Damage Modifier: +4
Other: -20% to block
Shortbow
Range: 2
Damage Modifier: +2
Other: +25% chance for opponent to dodge.
Quarterstaff
Range: 1
Damage Modifier: +4
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.
Darts
Range: 2
Damage Modifier: +2
Other: +20% opponent chance to dodge.
Sling
Range: 3
Damage Modifier: +1
Other: +30% opponent chance to dodge, +5% chance to stun. Stunned enemies skip their next turn.
Post edited July 08, 2011 by stoicsentry