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  1. #1

    Default Will Xen'drik weapon training be modified to be on par with gnomish?

    Seems at the very least that drow, too, could get +2 hit and damage in the top 2 tiers as well as an expanded crit range on short swords for the grand finale.

    This would make pure drow ninjas interesting with the combo of venomed blades, Sting and short swords.

    Right now gnomes are more intriguing for pure weaponized monk melees.
    Last edited by Saekee; 02-19-2016 at 04:29 PM.

  2. #2
    Community Member FranOhmsford's Avatar
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    How about also updating the Deity feats to give this bonus?

  3. #3

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    Quote Originally Posted by FranOhmsford View Post
    How about also updating the Deity feats to give this bonus?
    that would be interesting for Divines. maybe at level 20 for the crit expansion? I can see that appealing to pure cleric or fvs elven AAs.
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  4. #4
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Saekee View Post
    that would be interesting for Divines. maybe at level 20 for the crit expansion? I can see that appealing to pure cleric or fvs elven AAs.
    Hey - What about the Battle Clerics!

    Fighter 3 or Paladin 3 S+B {or should that be M+B as they are Clerics} need this far more than Pure Cleric!

    Because without it they have absolutely no reason to bother with the Deity Favoured Weapon!


    I'd say that if you're going to level gate the Crit Expansion place it at Lvl 12.

  5. #5

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    Quote Originally Posted by FranOhmsford View Post
    Hey - What about the Battle Clerics!

    Fighter 3 or Paladin 3 S+B {or should that be M+B as they are Clerics} need this far more than Pure Cleric!

    Because without it they have absolutely no reason to bother with the Deity Favoured Weapon!


    I'd say that if you're going to level gate the Crit Expansion place it at Lvl 12.
    great points! This would create much more build variety as well.
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  6. #6

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    Gnomish Weapon Training: +2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows. +1 Competence Bonus to Critical Threat Range with the same weapons.

    Hence:

    Drow Xen'drik weapon training: increased threat with shortswords & shurikens
    Halfling: increased threat with throwing weapons; all halfling thrown weapons gain extra projectile % based on dexterity score
    Elven weapon training: increased threat with longswords
    Dwarven weapon training: not sure, some increased threat or increased multiplier with dwarven weapons
    Orcish Weapon training: increased multiplier with two-handed weapons?
    Morninglord: expanded threat with maces, morning stars and one-handed weapons

    all would have the extra damage bumped up to +2 in the two higher tiers like gnome
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  7. #7
    Community Member Selvera's Avatar
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    Increasing the threat range isn't the only way to make a melee weapon viable in this game. Just giving all weapons 18-20 x3 crit profiles with every class/race seems pretty lame.

    Gnomes: They're the most up to date, what they have is fine +1 threat range
    Halfling: They also get critical threat range, whoopty do, balanced, sure fine no need to change.
    H-Orc: These guys are big brutes who hit really fking hard, I say +10 melee power.
    Drow: They're supposed to be pretty good with dual-wielding (see ambidextrous, it sucks, but they get it) +15% offhand proc chance (does not stack with tempest)
    Dwarf: They're the best defensive race in the game, they already have one great high level enhancement for their weapons that people do get (Con to damage), They however could get a second enhancement (1 point cost) that ties to Dwarven Weapon Training, Tier 4 that grants 5% fortification, 3 AC, 3 PRR and 3 MRR.
    Elf: elves have some pretty good high-tier abilities. Would like to see 15% fortification bypass with longswords and shortbows (depending on which weapon type is chosen) to make them less bad choices.
    Morninglord: Same as elves, except they have worse weapons they're specialized in. To make up for this I suggest making skill grant 5% doublestrike, dodge, max dodge and dodge bypass instead of what it currently gives. (Intense training in maces and mauls gives you doubleshot?). Also, Grace should work with all their weapon types (add maul to the list).

    As suggested above, higher tiers of weapon training should give twice as much hit/damage then they currently do. (for damage one handed should be +1/+1/+2/+2, two handed should be +1/+2/+3/+3).
    Last edited by Selvera; 03-28-2016 at 08:38 PM.

  8. #8
    The Hatchery Enoach's Avatar
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    I agree we should get more weapon options with deity selection.

    I agree bonus to Critical Range and Critical Multiplier is not the only way or should be the only way to improve weapons.

    The problem with adding to off-hand percent is limited as it forces dual weapon style and if anything bonuses should never favor one combat style over another.

    Options
    • Melee Power/Range Power - I agree with H-Orc this makes sense
    • Speed - not Double strike but also in speed. In theory lighter weapons should be faster to their larger cousins.
    • Double Strike - More possible hits
    • Fortification Bypass - Getting past high fortification because you are that good at using that weapon


    Personally I think too much emphasis has been put on the Critical hit, so much so that some people actually think that is their average damage.

  9. #9

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    excellent suggestions both thx
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  10. #10

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    According to this post here, racials are getting updated! This will increase build diversity. Bumping our ideas here.

    Quote Originally Posted by Steelstar View Post
    WELL... You're in luck! We're in the process of adjustments (primarily buffs) to most Racial Enhancement Trees; that's how this change got its start. Stay tuned!
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  11. #11
    Community Member Grimreich's Avatar
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    I figured they were getting +2 to make up for their low strength and fewer sided weapon dice. Which makes sense in an MMO that's intended to excel at build variation. Increasing the damage value increase for Drow enhancements would put them back to being noticeably ahead.

    I could see maybe changing the name for Ambidexterity and making it so the damage bonus applies whenever not wielding a shield.

  12. #12

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    bumping this old thread while looking at higher racial bonuses in elf & drow. Interesting to see how some stuff was implemented & some not. Posterity necro.
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