Had a post in discussion but here seems more likely to get noticed.
Premise:
Weapons all get a 'thing' like +5 accuracy, better penetration, dual damage types etc.
Weapons with two 'things' get a reduced base damage - Polax gets +2 penetration and dual damage types and thus gets a lower base damage than other two handed weapons.
Weapons with incorrect damage based on the above premises.
Quarterstaff - has both reach and accuracy but still does tier one damage like a Great Sword. Should be reduced to tier two like the Polax and Morningstar or take away the accuracy.
Estoc - has penetration as its 'thing' and has extra penetration like the Polax and Morningstar but is down in Tier three damage. Should be increased to match Polax and Morningstar
Flail - has 'graze>hit' as its 'thing' but does reduced damage compared to hatchets, daggers and clubs. Either give it better penetration, better damage or dual damage types.
Stilletto - has extra penetration as its 'thing' but does much less damage than any other fast one hander. Should be increased to dagger and hatchet damage level, or increased to tier two flail damage level and given additional penetration.
Mace - has extra penetration as its 'thing' Should have damage increased to match swords and spears or given a dual damage type or more penetration.
Warhammer - has extra penetration and dual damage types as its 'things'. Damage should be moved up to tier two same as a mace.
These adjustments would keep the weapons balanced and follow the damage conventions and precedents of the other weapons.
For further balance between fast one handers, slow one handers and two handed weapons, the base damage and/or attack/recovery speeds should be looked at. Fast attack weapons like daggers do much more damage per second than slow attack speed weapons such as the spear (the only currently unbugged slow one hander). Its in the area of 50% more dps which seems unintended. In PoE fast weapons had trouble getting past the damage resistance, here it is only penetration that matters so fast one handers with adequate penetration hit almost as hard but much faster.
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KDubya
Had a post in discussion but here seems more likely to get noticed.
Premise:
Weapons with incorrect damage based on the above premises.
These adjustments would keep the weapons balanced and follow the damage conventions and precedents of the other weapons.
For further balance between fast one handers, slow one handers and two handed weapons, the base damage and/or attack/recovery speeds should be looked at. Fast attack weapons like daggers do much more damage per second than slow attack speed weapons such as the spear (the only currently unbugged slow one hander). Its in the area of 50% more dps which seems unintended. In PoE fast weapons had trouble getting past the damage resistance, here it is only penetration that matters so fast one handers with adequate penetration hit almost as hard but much faster.
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