Magical Staves Ought to Default to {!a}


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Tartarus Sorceror

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Post Saturday, 7th January 2017, 16:48

Magical Staves Ought to Default to {!a}

The base weapon class is horrible, half the staves don't do anything special in melee, and of those that do it takes a lot of investment before it's worthwhile. Currently these are a newbie trap, but I recognize that my suggestion is interface-spoilery if a player doesn't know how to turn off the inscription when they actually want to swing with it.
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Snake Sneak

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Post Saturday, 7th January 2017, 21:38

Re: Magical Staves Ought to Default to {!a}

Staves of energy, wizardry, power, conjurations, and summoning should be changed to confirm on attacking, like attacking barehanded or with a ranged weapon. No need for an inscription.
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Tartarus Sorceror

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Post Saturday, 7th January 2017, 21:55

Re: Magical Staves Ought to Default to {!a}

Magic staves are a mess.

They should refactored as offhand items rather than melee weapons. Worn in the shield slot, but not using the shield skill or providing any SH.

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Slime Squisher

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Post Sunday, 8th January 2017, 21:24

Re: Magical Staves Ought to Default to {!a}

Cimanyd wrote:Staves of energy, wizardry, power, conjurations, and summoning should be changed to confirm on attacking, like attacking barehanded or with a ranged weapon. No need for an inscription.


really elegant love it
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Dungeon Master

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Post Monday, 9th January 2017, 22:44

Re: Magical Staves Ought to Default to {!a}

I'm not sure why magic boosts should compete with shields.

Ziggurat Zagger

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Post Tuesday, 10th January 2017, 00:42

Re: Magical Staves Ought to Default to {!a}

Lasty wrote:I'm not sure why magic boosts should compete with shields.
they already do if you're a spriggan, or (somehow) think majin-bo is a good item

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nago

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Post Tuesday, 10th January 2017, 01:48

Re: Magical Staves Ought to Default to {!a}

Lasty wrote:I'm not sure why magic boosts should compete with shields.


Better than them competing with weapons. And getting a janky attack that is based on your skill in a spell school and evocations. And having to swap them with a real weapon when you need to kill something tough in melee.

Also:

Image

vs

Image

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Post Tuesday, 10th January 2017, 21:44

Re: Magical Staves Ought to Default to {!a}

Moving staves to shield slot solves hassle involving playing optimally, especially using staff of power (swapping once you expend your bonus MP). I doubt it's much of a concern, but removing magical staves as a melee weapon might prevent a "noob trap" , since the consensus among good players back when I was playing seemed to be that they're trash and it takes a ton of XP to even be somewhat comparable to a good melee option. I doubt this has changed. The current interface is kinda bad for telling players how much of a bonus they're getting from evocations/spellschool training anyway.

Lasty wrote:I'm not sure why magic boosts should compete with shields.

As duvessa mentioned, this is already a problem for Spriggans. It's not the only instance where you're asked to sacrifice defenses for spell power, either, since Archmagi is a robe ego (at least I'm assuming it still exists, I can't remember when I've last worn a robe).

This change would also add a bit of choice to what is currently a no-brainer: whether or not you should use a shield on a Formicid. Currently all Formicids want to use a shield no matter what type of character you are, the only exception being followers of Ru.

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