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dcss:brainstorm:effect:new_brands [2011-12-21 21:18]
XuaXua
dcss:brainstorm:effect:new_brands [2011-12-22 16:45] (current)
XuaXua Page moved from dcss:brainstorm:item:new_brands to dcss:brainstorm:effect:new_brands
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   * Idea inspired by Dominions 3.   * Idea inspired by Dominions 3.
  
->I like this idea, but it's too similar to Yred's Pain Mirror or the Reflection shield brand. I think that the damage shouldn't depend on the incoming attack's damage, but on something else. --- //[[user:Eronarn]] 2009-12-31 22:22//+>I like this idea, but it's too similar to Yred's Pain Mirror or the Reflection shield brand. I think that the damage shouldn't depend on the incoming attack's damage, but on something else. --- //[[user:eronarn]] 2009-12-31 22:22//
 >> You're right, I forgot about the Pain Mirror. So how about a shield that tries to enchant striker with a minor hostile enchantment, like Slow, Corona (actually good against UH if it goes through), Fear ? No confusion, it's too strong.  --- //[[user:b0rsuk]] 2010-01-02 10:53// >> You're right, I forgot about the Pain Mirror. So how about a shield that tries to enchant striker with a minor hostile enchantment, like Slow, Corona (actually good against UH if it goes through), Fear ? No confusion, it's too strong.  --- //[[user:b0rsuk]] 2010-01-02 10:53//
  
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  --- //[[user:b0rsuk]] 2009-12-31 15:12//  --- //[[user:b0rsuk]] 2009-12-31 15:12//
->I think that this one is way too complicated, though. --- //[[user:Eronarn]] 2009-12-31 22:22// +>I think that this one is way too complicated, though. --- //[[user:eronarn]] 2009-12-31 22:22// 
->>One simple option would be a "shield of spikiness" that does a set amount of damage non-magically per hit. It would fit with the spike mutation we're looking at adding. Another option would be a "shield of redirection" that is like Reflection, but vs. melee attacks only, and only works if you're adjacent to two or more enemies. (Perhaps the attack must even be "redirected" across a diagonal so you have to be fairly surrounded for it to work.)  --- //[[user:Eronarn]] 2010-01-01 22:27//+>>One simple option would be a "shield of spikiness" that does a set amount of damage non-magically per hit. It would fit with the spike mutation we're looking at adding. Another option would be a "shield of redirection" that is like Reflection, but vs. melee attacks only, and only works if you're adjacent to two or more enemies. (Perhaps the attack must even be "redirected" across a diagonal so you have to be fairly surrounded for it to work.)  --- //[[user:eronarn]] 2010-01-01 22:27//
 >>> I think Pain Mirror is enough for now, and Jyiva has some kind of acid splash, right ? Redirection of melee attacks sounds too symmetric for me.  --- //[[user:b0rsuk]] 2010-01-02 10:56// >>> I think Pain Mirror is enough for now, and Jyiva has some kind of acid splash, right ? Redirection of melee attacks sounds too symmetric for me.  --- //[[user:b0rsuk]] 2010-01-02 10:56//
  
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 >>>>> The "default" armour you have in Hells provides at least rC+ rF+ -- or more.  GDA has rC+ rF+ rPois and more AC than plate, those "surprisingly good randart armours" are, well, random, but they're better than RoR/GDA since otherwise they wouldn't be chosen.  So indeed for a brand to be considered, it needs to be of similar quality. >>>>> The "default" armour you have in Hells provides at least rC+ rF+ -- or more.  GDA has rC+ rF+ rPois and more AC than plate, those "surprisingly good randart armours" are, well, random, but they're better than RoR/GDA since otherwise they wouldn't be chosen.  So indeed for a brand to be considered, it needs to be of similar quality.
->>>>> I agree with [[user:qui]], torment resistance would be overpowered on most other slots, but as body armour, it would be a decent alternative...  And at least for spriggans, I'd still choose RoR over RoTR. --- //[[user:KiloByte]] 2010-02-17 09:53//+>>>>> I agree with [[user:qui]], torment resistance would be overpowered on most other slots, but as body armour, it would be a decent alternative...  And at least for spriggans, I'd still choose RoR over RoTR. --- //[[user:kilobyte]] 2010-02-17 09:53//
  
 === of health === === of health ===
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 Simply gives rElec. It would be nice if there were other sources for rElec than randarts (not counting spells and potions). Simply gives rElec. It would be nice if there were other sources for rElec than randarts (not counting spells and potions).
 > Traditionally the lack of a rElec brand has been considered a good thing; this makes it harder to find (and electricity damage is also rarer than fire/cold).  --- //[[user:evktalo]] 2010-12-08 18:39// > Traditionally the lack of a rElec brand has been considered a good thing; this makes it harder to find (and electricity damage is also rarer than fire/cold).  --- //[[user:evktalo]] 2010-12-08 18:39//
->>This is a neat idea, what about making something like this as rare as boots of running? --- //[[user:Porkchop]] 2011-07-31 15:10//+>>This is a neat idea, what about making something like this as rare as boots of running? --- //[[user:porkchop]] 2011-07-31 15:10//
  
 === of kicking === === of kicking ===
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 > This might be good, something that you might want to wear sometimes instead of boots of running.  --- //[[user:evktalo]] 2010-12-08 18:39// > This might be good, something that you might want to wear sometimes instead of boots of running.  --- //[[user:evktalo]] 2010-12-08 18:39//
->> I'd be wary of adding a yet another strategy that subtly forces you to use unarmed.  Promoting that annoying piece of bad realism is bad.  Wielding a knife should make you more dangerous than being unarmed --- //[[user:KiloByte]] 2010-12-09 09:13//.+>> I'd be wary of adding a yet another strategy that subtly forces you to use unarmed.  Promoting that annoying piece of bad realism is bad.  Wielding a knife should make you more dangerous than being unarmed --- //[[user:kilobyte]] 2010-12-09 09:13//.
 >>> >>>
 >>> You underestimate the power of Zot Fu. I'm more concerned with unarmed being quite powerful already, especially since there's really no reason to pick up Transmutations (unless you're a troll I guess).  --- //[[user:evktalo]] 2010-12-09 20:39// >>> You underestimate the power of Zot Fu. I'm more concerned with unarmed being quite powerful already, especially since there's really no reason to pick up Transmutations (unless you're a troll I guess).  --- //[[user:evktalo]] 2010-12-09 20:39//
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 Cursed brand.  Causes occasional effects similar to random movement due to confusion, and additional food consumption (due to tiring effect.) Cursed brand.  Causes occasional effects similar to random movement due to confusion, and additional food consumption (due to tiring effect.)
 > You'd need to be careful of each step you take, which sounds annoying and tedious. Berserkitis is kind of similar (your situation can change any turn suddenly), if it only triggered in combat/when there are monsters around it might work. Might be better as a bad mutation than an item though.. and there I recall we had a mutation like that briefly, but it got such a bad response it was removed. Linking it to tension might be interesting and also make it less annoying (sort of). --- //[[user:evktalo]] 2010-12-08 18:39// > You'd need to be careful of each step you take, which sounds annoying and tedious. Berserkitis is kind of similar (your situation can change any turn suddenly), if it only triggered in combat/when there are monsters around it might work. Might be better as a bad mutation than an item though.. and there I recall we had a mutation like that briefly, but it got such a bad response it was removed. Linking it to tension might be interesting and also make it less annoying (sort of). --- //[[user:evktalo]] 2010-12-08 18:39//
->> We already discussed this for a mutation (which is a good thing IMO), and a similar concern was raised -- that proposal had you fall (fail the movement) instead of moving aside.  Of course, that would be tedious -- my solution would be to let the move succeed but take additional 10 or 20 aut while you clamber to your feet.  Nasty, but ignorable outside of actual combat situations.  It never was a mutation in the past, too. --- //[[user:KiloByte]] 2010-12-09 09:13//+>> We already discussed this for a mutation (which is a good thing IMO), and a similar concern was raised -- that proposal had you fall (fail the movement) instead of moving aside.  Of course, that would be tedious -- my solution would be to let the move succeed but take additional 10 or 20 aut while you clamber to your feet.  Nasty, but ignorable outside of actual combat situations.  It never was a mutation in the past, too. --- //[[user:kilobyte]] 2010-12-09 09:13//
 >>> >>>
 >>> It was ([[http://git.develz.org/?p=crawl-ref.git;a=commit;h=a1b82e6be0343a691d342b48dd9f9076ad53453a|here's the commit]]), but it never went into a release. What do you think of it not triggering when there's no-one around?  --- //[[user:evktalo]] 2010-12-09 20:39// >>> It was ([[http://git.develz.org/?p=crawl-ref.git;a=commit;h=a1b82e6be0343a691d342b48dd9f9076ad53453a|here's the commit]]), but it never went into a release. What do you think of it not triggering when there's no-one around?  --- //[[user:evktalo]] 2010-12-09 20:39//
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 Changes unarmed to claws Changes unarmed to claws
  
-> This has been proposed before (sort of), in the form of a fixedart, "knife-blade gloves".  However, it may fall afoul of the 300 years rule. --- //[[user:KiloByte]] 2010-08-10 17:11//+> This has been proposed before (sort of), in the form of a fixedart, "knife-blade gloves".  However, it may fall afoul of the 300 years rule. --- //[[user:kilobyte]] 2010-08-10 17:11//
  
 ==== Weapons ==== ==== Weapons ====
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 When hit with a weapon of stunning, if monster's health drops to 25% or lower, it becomes paralysed for short time (2-5 turns). Appears on maces and staves. No bonus damage. Alternatively, all maces and/or staves could have this as an innate ability to distinguish them from other weapons.   --- //[[user:b0rsuk]] 2010-02-14 13:02// When hit with a weapon of stunning, if monster's health drops to 25% or lower, it becomes paralysed for short time (2-5 turns). Appears on maces and staves. No bonus damage. Alternatively, all maces and/or staves could have this as an innate ability to distinguish them from other weapons.   --- //[[user:b0rsuk]] 2010-02-14 13:02//
->> Yup I like the idea of a stun effect, or broadening the brand to be a weapon of paralysis for all weapons (since the chaos brand can paralyse enemies). Stunning itself could simply be, as you said, an innate ability.  --- //[[user:StudioMK]] 2010-07-25 00:23//+>> Yup I like the idea of a stun effect, or broadening the brand to be a weapon of paralysis for all weapons (since the chaos brand can paralyse enemies). Stunning itself could simply be, as you said, an innate ability.  --- //[[user:studiomk]] 2010-07-25 00:23//
  
 === Manavampiric weapons ==== === Manavampiric weapons ====
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 My only concern is that vampiric and manavampiric are a bit too symmetric, so perhaps one of them could be modified, for example to work like Makhleb health for kill.  Ah, and the brand name is obviously a placeholder.[[user:b0rsuk]] My only concern is that vampiric and manavampiric are a bit too symmetric, so perhaps one of them could be modified, for example to work like Makhleb health for kill.  Ah, and the brand name is obviously a placeholder.[[user:b0rsuk]]
  
->I like these, but when I think of a blade that gives you mana for attacking, the first way for it to work that comes to mind is that it's sapping MP from the enemy, not converting HP to MP.  Since monsters don't actually have MP, that could mean the weapon "drains the magical energies from the monster" some percent of the time: in practice a short-term silence effect and you get MP if the monster is a spellcaster and not already silenced.  Would having both of these effects (HP to MP and silence to MP) on the same weapon be overpowered?  If not, it makes the weapon more distinct from vampiric weapons and makes them tempting for even non-MP-users to use.  --- //[[user:SquashMonster]] 2010-05-24 04:30//+>I like these, but when I think of a blade that gives you mana for attacking, the first way for it to work that comes to mind is that it's sapping MP from the enemy, not converting HP to MP.  Since monsters don't actually have MP, that could mean the weapon "drains the magical energies from the monster" some percent of the time: in practice a short-term silence effect and you get MP if the monster is a spellcaster and not already silenced.  Would having both of these effects (HP to MP and silence to MP) on the same weapon be overpowered?  If not, it makes the weapon more distinct from vampiric weapons and makes them tempting for even non-MP-users to use.  --- //[[user:squashmonster]] 2010-05-24 04:30//
  
 >> 1) "Manavampiric" weapons would only be //superficially// similar to regular vampiric weapons. Vampiric weapons make you last longer in combat. As long as your HP is high, //you don't need to do anything else// in melee combat. Manavampiric weapon //allows you to perform extra actions// where you'd be otherwise unable to. 2) Manavampiric weapons working only against a class of monsters is something I specifically wanted to avoid. There are enough weapons like these: good against X and Y, no effect against Z. And a player carrying a toolbox of such binary weapons. [[user:b0rsuk]] >> 1) "Manavampiric" weapons would only be //superficially// similar to regular vampiric weapons. Vampiric weapons make you last longer in combat. As long as your HP is high, //you don't need to do anything else// in melee combat. Manavampiric weapon //allows you to perform extra actions// where you'd be otherwise unable to. 2) Manavampiric weapons working only against a class of monsters is something I specifically wanted to avoid. There are enough weapons like these: good against X and Y, no effect against Z. And a player carrying a toolbox of such binary weapons. [[user:b0rsuk]]
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 Provide a way for some of the more fragile character builds to deal with the deadliest early game enemies, also useful in the Snake Pit. Should mostly spawn in the early levels and in the lair. Provide a way for some of the more fragile character builds to deal with the deadliest early game enemies, also useful in the Snake Pit. Should mostly spawn in the early levels and in the lair.
  
->>I think it should be combined with Dragon slaying as that brand is currently pointless right now. [[angrykoopa]]+>>I think it should be combined with Dragon slaying as that brand is currently pointless right now. [[dcss:brainstorm:item:angrykoopa]]
  
->>>And dragon slaying's still more useful than than orc slaying.  I wouldn't want to see any more overly-specific slaying brands unless they're weighted so that there's no overall increase in items with the things.  Also, why would snake slaying be on staves?  Quarterstaffs are already the best early-game weapon, snake or otherwise, and are lajatangs really that common that they need to be wasted by this? --- //[[user:OG17]] 2010-07-22 23:46//+>>>And dragon slaying's still more useful than than orc slaying.  I wouldn't want to see any more overly-specific slaying brands unless they're weighted so that there's no overall increase in items with the things.  Also, why would snake slaying be on staves?  Quarterstaffs are already the best early-game weapon, snake or otherwise, and are lajatangs really that common that they need to be wasted by this? --- //[[user:og17]] 2010-07-22 23:46//
  
 >>>> Alright, gave it a little thought, and perhaps slaying properties could be changed into [[dcss:brainstorm:combat:weapon_reform|weapon perks]]? Spears could me more effective against centaurs, staves against snakes and ankuses against elephants, for example.  --- //[[user:coolio]] 2010-07-24 23:43// >>>> Alright, gave it a little thought, and perhaps slaying properties could be changed into [[dcss:brainstorm:combat:weapon_reform|weapon perks]]? Spears could me more effective against centaurs, staves against snakes and ankuses against elephants, for example.  --- //[[user:coolio]] 2010-07-24 23:43//
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 I've been bemused at the fact that parrying/blocking with a weapon isn't implemented so, my suggestion is a brand that implements this. The weapon acts as a shield and requires the shield skill for blocking. The 'shield' won't work if you carry actually use a shield (it inhibits your parrying ability). I've been bemused at the fact that parrying/blocking with a weapon isn't implemented so, my suggestion is a brand that implements this. The weapon acts as a shield and requires the shield skill for blocking. The 'shield' won't work if you carry actually use a shield (it inhibits your parrying ability).
  
-It will allow two handed users to choose between defense or attack, and make a long-term commitment (the training of the shield skill). Players that dislike the idea or concept of lugging a big piece of metal for blocking can instead opt for this brand (and not use the spell that provides a similar function).  --- //[[user:StudioMK]] 2010-07-25 06:10//+It will allow two handed users to choose between defense or attack, and make a long-term commitment (the training of the shield skill). Players that dislike the idea or concept of lugging a big piece of metal for blocking can instead opt for this brand (and not use the spell that provides a similar function).  --- //[[user:studiomk]] 2010-07-25 06:10//
  
 === Invisible Weapons === === Invisible Weapons ===
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 === of Phasing === === of Phasing ===
-Has a chance to bypass enemy AC.  25% chance no effect, 25% chance ignores a third of enemy AC, 25% chance ignores half of enemy AC, 25% chance ignores all of the enemy's AC.  Not generated on every weapon; instead, generated only on single handed blades (quickblades, daggers, short swords, sabres, falcions, long swords, scimitars).  Ideally would make short blades viable in the end game without being entirely reliant on stabbing. Could also be a Translocation/Enchantment spell.   --- //[[user:Happylisk]] 2010-12-15 17:06//+Has a chance to bypass enemy AC.  25% chance no effect, 25% chance ignores a third of enemy AC, 25% chance ignores half of enemy AC, 25% chance ignores all of the enemy's AC.  Not generated on every weapon; instead, generated only on single handed blades (quickblades, daggers, short swords, sabres, falcions, long swords, scimitars).  Ideally would make short blades viable in the end game without being entirely reliant on stabbing. Could also be a Translocation/Enchantment spell.   --- //[[user:happylisk]] 2010-12-15 17:06//
  
-> I rather like Short Blades' status as a niche school; it's nice differentiation.  Also, unless I'm gravely mistaken, you forgot demon blades, and AC-ignoring demon blades, and probably even the rest, would be crazy.  --- //[[user:MrMisterMonkey]] 2010-12-16 02:03//+> I rather like Short Blades' status as a niche school; it's nice differentiation.  Also, unless I'm gravely mistaken, you forgot demon blades, and AC-ignoring demon blades, and probably even the rest, would be crazy.  --- //[[user:mrmistermonkey]] 2010-12-16 02:03//
  
->> You are right, I forgot demonblades.  I think that shows that this brand, if added, should only go to short blades.  I like the differentiation, but you can't really play a Dex/Ev fighter with shortblades and not rely on stabbing.  Sure, quickblades of pain/elec are great, but see how far that gets you against an orb of fire.  --- //[[user:Happylisk]] 2010-12-16 01:50//+>> You are right, I forgot demonblades.  I think that shows that this brand, if added, should only go to short blades.  I like the differentiation, but you can't really play a Dex/Ev fighter with shortblades and not rely on stabbing.  Sure, quickblades of pain/elec are great, but see how far that gets you against an orb of fire.  --- //[[user:happylisk]] 2010-12-16 01:50//
  
->>> Crosstrain to long blades, use slaying/might/distortion, or even something entirely different, such as spells/decks/invocations, if you really want to kill orbs of fire (hint: you don't have to kill orbs of fire).  Short blades really needn't, and in my opinion shouldn't, appeal to every situation.  --- //[[user:MrMisterMonkey]] 2010-12-16 23:55//+>>> Crosstrain to long blades, use slaying/might/distortion, or even something entirely different, such as spells/decks/invocations, if you really want to kill orbs of fire (hint: you don't have to kill orbs of fire).  Short blades really needn't, and in my opinion shouldn't, appeal to every situation.  --- //[[user:mrmistermonkey]] 2010-12-16 23:55//
  
 === Skill-based protection brand === === Skill-based protection brand ===
 Protection currently provides a flat +5 to AC, which is pretty bad later on. I suggest that it give (Weapon skill+3)/2 AC instead, rounded down. 1 AC with 0 skill, 2 with 1 skill, 15 with 27 skill. +15 AC is a lot, but it requires training a weapon skill to 27 and discarding more offensive brands. We might see late-game players trying to decide between the damage output of an executioner's axe of speed or the defense of an executioner's axe of protection. This also gives some incentive to train weapon skill beyond what is needed for minimum delay - probably not nearly enough incentive to make people actually do it, but it's a start. --- //[[user:minmay]] 2011-04-12 21:31// Protection currently provides a flat +5 to AC, which is pretty bad later on. I suggest that it give (Weapon skill+3)/2 AC instead, rounded down. 1 AC with 0 skill, 2 with 1 skill, 15 with 27 skill. +15 AC is a lot, but it requires training a weapon skill to 27 and discarding more offensive brands. We might see late-game players trying to decide between the damage output of an executioner's axe of speed or the defense of an executioner's axe of protection. This also gives some incentive to train weapon skill beyond what is needed for minimum delay - probably not nearly enough incentive to make people actually do it, but it's a start. --- //[[user:minmay]] 2011-04-12 21:31//
  
-> To go skill-based, I'd prefer the use of the Shields or Armor skill to augment this either in place of, or more higher weighted in the computation than weapon skill.  I would prefer to see weapon skill allow for innate defensive maneuvering (parrying) than have it be part of a very specifically-branded weapon.  --- //[[user:XuaXua]] 2011-04-12 22:31// +> To go skill-based, I'd prefer the use of the Shields or Armor skill to augment this either in place of, or more higher weighted in the computation than weapon skill.  I would prefer to see weapon skill allow for innate defensive maneuvering (parrying) than have it be part of a very specifically-branded weapon.  --- //[[user:xuaxua]] 2011-04-12 22:31// 
  
-> While [[user:XuaXua]] has a point, I support [[user:minmay]]'s idea. It is very simple and can be used to make "of protection" (with the decisions indicated) interesting //right now//. If we get something more elaborate later on, we can revise (or even remove) the ego, but that'll be a long time. Until then, we have a better game with the modified protection brand. Patch welcome! --- //[[user:dpeg]] 2011-04-12 22:38//+> While [[user:xuaxua]] has a point, I support [[user:minmay]]'s idea. It is very simple and can be used to make "of protection" (with the decisions indicated) interesting //right now//. If we get something more elaborate later on, we can revise (or even remove) the ego, but that'll be a long time. Until then, we have a better game with the modified protection brand. Patch welcome! --- //[[user:dpeg]] 2011-04-12 22:38//
 >> +1 from here too.  --- //[[user:evktalo]] 2011-04-13 20:38// >> +1 from here too.  --- //[[user:evktalo]] 2011-04-13 20:38//
  
-> The other nice effect of this is that it makes the brand be useful-or-not based on the same skill as the other brands. Currently a guy who relies on his axe for offense would be silly to take protection over vorpal and a guy whose weapon is just for filling space and butchering corpses will grab the first protection brand he sees. Protection or not is a no-brainer dependent on your build because one boost is trivial compared to the other. With this you'd at least be able to ask "What's more important, an offensive boost or a comparable defensive boost?" This holds even in comparison to shields/armor/dodging based protection brands. --- //[[user:Brickman]] 2011-04-13 06:08//+> The other nice effect of this is that it makes the brand be useful-or-not based on the same skill as the other brands. Currently a guy who relies on his axe for offense would be silly to take protection over vorpal and a guy whose weapon is just for filling space and butchering corpses will grab the first protection brand he sees. Protection or not is a no-brainer dependent on your build because one boost is trivial compared to the other. With this you'd at least be able to ask "What's more important, an offensive boost or a comparable defensive boost?" This holds even in comparison to shields/armor/dodging based protection brands. --- //[[user:brickman]] 2011-04-13 06:08//
 >> I like this point very much.  --- //[[user:evktalo]] 2011-04-13 20:38// >> I like this point very much.  --- //[[user:evktalo]] 2011-04-13 20:38//
 >>> Would it be necessary to have shields of protection take the shield skill into account? Or would "more defense from skill" be sort of redundant there? Maybe it could theoretically inspire a buckler-using caster to spend more xp on Shields to get more AC. --- //[[user:evktalo]] 2011-04-13 20:49// >>> Would it be necessary to have shields of protection take the shield skill into account? Or would "more defense from skill" be sort of redundant there? Maybe it could theoretically inspire a buckler-using caster to spend more xp on Shields to get more AC. --- //[[user:evktalo]] 2011-04-13 20:49//
  
-> What, unfortunately for this discussion, ultimately makes the change for this brand to use a skill unnecessary is the existence of protection-branded items such as rings of protection.  The ring could logically be defined as providing a global aura of protection around the user, not requiring any sort of skill; a weapon of protection currently works in the same fashion.  There is no "ring skill" necessary to work the protection brand on a ring, same as for any given weapon.  Now, making protection brands train Armor or Shield skill like armor to increase their effectiveness could be neat though, but could create an unnecessary skill sink.  --- //[[user:XuaXua]] 2011-04-13 18:50//+> What, unfortunately for this discussion, ultimately makes the change for this brand to use a skill unnecessary is the existence of protection-branded items such as rings of protection.  The ring could logically be defined as providing a global aura of protection around the user, not requiring any sort of skill; a weapon of protection currently works in the same fashion.  There is no "ring skill" necessary to work the protection brand on a ring, same as for any given weapon.  Now, making protection brands train Armor or Shield skill like armor to increase their effectiveness could be neat though, but could create an unnecessary skill sink.  --- //[[user:xuaxua]] 2011-04-13 18:50//
 >> I don't think there's a "game world logic" need for weapons of protection to function exactly the same as rings of protection. Of course, the brands could be renamed if there is a clarity issue. --- //[[user:evktalo]] 2011-04-13 20:49// >> I don't think there's a "game world logic" need for weapons of protection to function exactly the same as rings of protection. Of course, the brands could be renamed if there is a clarity issue. --- //[[user:evktalo]] 2011-04-13 20:49//
 >>> You could call the weapon/shield brand "of parrying" or perhaps "of finesse" - although that would perhaps imply EV instead of AC (which may make more sense anyway, especially if it gets tied to skill.)  You could also call it "of absorption" (definitely AC there) and possibly make it more worth using by giving it +GDR (perhaps have it add to base AC for the GDR calculation similarly to how slaying adds to base weapon damage.)  --- //[[user:jeffqyzt]] 2011-04-13 21:11// >>> You could call the weapon/shield brand "of parrying" or perhaps "of finesse" - although that would perhaps imply EV instead of AC (which may make more sense anyway, especially if it gets tied to skill.)  You could also call it "of absorption" (definitely AC there) and possibly make it more worth using by giving it +GDR (perhaps have it add to base AC for the GDR calculation similarly to how slaying adds to base weapon damage.)  --- //[[user:jeffqyzt]] 2011-04-13 21:11//
->>>> +1 for use of "of finesse" if applied to EV, saving "of parrying" in event that becomes a mechanic.  Suggest keeping "of protection" to represent a flat +AC value and use "of defense" to apply to a skill-based AC modifier.  --- //[[user:XuaXua]] 2011-04-14 00:01//+>>>> +1 for use of "of finesse" if applied to EV, saving "of parrying" in event that becomes a mechanic.  Suggest keeping "of protection" to represent a flat +AC value and use "of defense" to apply to a skill-based AC modifier.  --- //[[user:xuaxua]] 2011-04-14 00:01//
  
 ==== Launcher or Missiles ==== ==== Launcher or Missiles ====
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dcss/brainstorm/effect/new_brands.txt · Last modified: 2011-12-22 16:45 by XuaXua
 
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