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  1. #1
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    elemental/physical damage?

    what primary profession armor are weak or strong against each type?

    I read somewhere that warrior armor has a -60AL against lightning attacks but I'm not sure if thats true.

  2. #2
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    Quote Originally Posted by FallenOne
    what primary profession armor are weak or strong against each type?

    I read somewhere that warrior armor has a -60AL against lightning attacks but I'm not sure if thats true.
    Not sure...maybe the armor crafting guides for each profession have the information that you're looking for?

  3. #3
    GWOnline.Net Member Fallen_62's Avatar
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    Quote Originally Posted by FallenOne
    what primary profession armor are weak or strong against each type?

    I read somewhere that warrior armor has a -60AL against lightning attacks but I'm not sure if thats true.
    Another Fallen!!!

    Anyway... that is an old stat (abotu the warriors), as they used to have an armor that turned them into a lightning rod, more or less. Now all lightning skills have 25% armor penetration instead.

    As for which profession is less resistant to what element, it all depends on the armor (or lack thereof) that they are wearing.
    Quote Originally Posted by Dzierzy Mierz
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  4. #4
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    thx a lot guys

    editted:

    do elemental damage on weapons do anything special? like a so and so chance of "on fire" on target when hit by fiery sword for example
    Last edited by FallenOne; 25-05-2005 at 16:52.

  5. #5
    GWOnline.Net Member SonOfRah's Avatar
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    Quote Originally Posted by FallenOne
    do elemental damage on weapons do anything special? like a so and so chance of "on fire" on target when hit by fiery sword for example
    no, that takes away from player skill.

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  6. #6
    GWOnline.Net Member coldfirene's Avatar
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    Warriors in general have decent plusses Vs Physical Damage. If you were to use an elemental weapon it would bypass this. Rangers have huge bonuses versus elements. So the same weapon that would do extra Vs Warriors will suck againt rangers. Take an elemental and a normal weapon and swap for appropiate targests.

    Lightining spells have 25% armor penetration. Top end Warrior armor has 80Al + 20 vs Physical. These spells obviously bypass the plus vs physical. So the effective AL would be 60 (80 - (80*.25)).

  7. #7
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    Quote Originally Posted by SonOfRah
    no, that takes away from player skill.
    What exactly is that supposed to mean? That weapons having unique effects would somehow make players be incapable of playing well? Could you clarify, please?

  8. #8
    GWOnline.Net Member elsydeon's Avatar
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    it means it just more damage, but doesnt set people on fire, freeze them, etc.

    however with mark of rodgart, you can use a fire weapon to set someone on fire :worship:

  9. #9
    GWOnline.Net Member SonOfRah's Avatar
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    Quote Originally Posted by Mortimer
    What exactly is that supposed to mean? That weapons having unique effects would somehow make players be incapable of playing well? Could you clarify, please?
    As it stands now, more time = more options. Items are roughly the same all around, and as such only plays a very small role in the outcomes of a battle.

    Giving weapons unique effect by default would mean that those who have the better equipment have the best advantage.

    Do you know how abusive a fire sword that causes burning would be? That is an extra 19 unavoidable damage per swing, which is a huge amount.

    What about lightning weapons that have the air spell 25% armor penetration?

    Examples like the above really show why these things would be unbalanced. By making players rely on their skills to cause (some of) these effects, you are keeping the balance in the game.

    What I mean by my statement, is that by having weapon damage types deal unique effects, it would detract the overall game experience - reducing the effects that player skill has the outcome and increasing the effects that equipment plays a role.

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  10. #10
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    Quote Originally Posted by SonOfRah
    As it stands now, more time = more options. Items are roughly the same all around, and as such only plays a very small role in the outcomes of a battle.

    Giving weapons unique effect by default would mean that those who have the better equipment have the best advantage.

    Do you know how abusive a fire sword that causes burning would be? That is an extra 19 unavoidable damage per swing, which is a huge amount.

    What about lightning weapons that have the air spell 25% armor penetration?

    Examples like the above really show why these things would be unbalanced. By making players rely on their skills to cause (some of) these effects, you are keeping the balance in the game.

    What I mean by my statement, is that by having weapon damage types deal unique effects, it would detract the overall game experience - reducing the effects that player skill has the outcome and increasing the effects that equipment plays a role.
    I think he originally said a chance to set them on fire, which would be somewhat akin to the current % chance to have armor penetration, and would just be a nifty side effect. The weapons could be modified to have reduced damage if they dealt elemental (Although they already suffer from not triggering debuffs that react to physical damage)

    I also fail to see the logic of your last statement: "By having weapon damage types deal unique effects, it would detract the overall game experience"...all you'd do is balance those effects to be fair with the other weapons, and the game experience would get even better since there would be more variety. It's not like the modifiers to make a weapon deal elemental damage are particularily rare, and they do take a slot up. Just give them some additional disadvantage, and you could allow them to do cool, unique things without unbalancing other parts of the game. Instead, all weapons are the same, and frankly it feels quite a bit boring. Plus you're thinking far too linearly: Why would a lightning sword need to have armor penetration the same as air magic does? What if it had a "twitch" effect that made the victim take a small bit of lightning damage on their next attack instead (From their muscles spazzing on them, and them forcing an action through it) Unique, balanceable, and cool.

    Plus, I hate to break it to you: Those with the best equipment already do have the best advantage. Currently it's not so much gear (Since that's all easily crafted) but runes, and there is a very distinct advantage present to those who spent the most time gathering and unlocking items.
    Last edited by salaboB; 26-05-2005 at 01:54.

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