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Perk - Two Handed Wielding


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#1 Learner

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Posted 27 March 2018 - 04:46 PM

Two Handed Wielding
(only takes affect when no shield is equipped, a weapon is equipped)
(Cannot combine with Tank)
Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 10% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 30% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)

Changes from initial proposal are in Level 3:
50% reduces to 30% of Damage shown in #arm, ignoring special damages such as Elemental
-1 defense per every 2 mobs put back in since an increasing negative shouldn't vanish just because you maxed it out.

Concerns/Issues:
Will have to teach the server to know what equipment is considered shields (might be able to cheat and use the definition of check for nothing in the Lefthand and in the Righthand only).

#2 CoduX

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Posted 27 March 2018 - 08:16 PM

I'm ok with that

#3 butler

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Posted 28 March 2018 - 06:11 AM

How would leather gloves, rose bouquet, pickaxe and other oddly defined items be dealt with in this (that give weapon damage/are usable as weapons but aren't directly weapons)

How does it deal with staffs and leather gloves in terms of dual slots.

just thoughts.

#4 Learner

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Posted 28 March 2018 - 06:14 AM

View Postbutler, on 28 March 2018 - 06:11 AM, said:

How would leather gloves, rose bouquet, pickaxe and other oddly defined items be dealt with in this (that give weapon damage/are usable as weapons but aren't directly weapons)

How does it deal with staffs and leather gloves in terms of dual slots.

just thoughts.
Two hand items are already wielded by two hands, so should not benefit from this Perk.

#5 WaterBottle

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Posted 28 March 2018 - 08:32 AM

Was intended behavior that only non-elemental weapon damage that gets multiplied? Again, thinking of medallions (stars) and what value is used (#arm was stated explicitly in original post)

#6 Learner

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Posted 28 March 2018 - 08:41 AM

View PostWaterBottle, on 28 March 2018 - 08:32 AM, said:

Was intended behavior that only non-elemental weapon damage that gets multiplied? Again, thinking of medallions (stars) and what value is used (#arm was stated explicitly in original post)
I Interpret "Base Gear Damage" to not include Elemental since that damage doesn't also get added and is not added into the Damage in #arm, rather is handled separately. Therefore Elemental Damage should not be included.

#7 butler

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Posted 28 March 2018 - 08:57 AM

View PostLearner, on 28 March 2018 - 06:14 AM, said:

View Postbutler, on 28 March 2018 - 06:11 AM, said:

<snips>
Two hand items are already wielded by two hands, so should not benefit from this Perk.

so pickaxe/ rose bouquet, which take up the weapon slot but are not genuine weapons, I am assuming from this, are just dealt with as a weapon.

#8 WaterBottle

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Posted 28 March 2018 - 08:58 AM

View PostLearner, on 28 March 2018 - 08:41 AM, said:

View PostWaterBottle, on 28 March 2018 - 08:32 AM, said:

Was intended behavior that only non-elemental weapon damage that gets multiplied? Again, thinking of medallions (stars) and what value is used (#arm was stated explicitly in original post)
I Interpret "Base Gear Damage" to not include Elemental since that damage doesn't also get added and is not added into the Damage in #arm, rather is handled separately. Therefore Elemental Damage should not be included.

Ah I see now; didn't realize that the stars medallion bonus in this case counted as elemental damage.

#9 Learner

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Posted 28 March 2018 - 09:06 AM

View PostWaterBottle, on 28 March 2018 - 08:58 AM, said:

View PostLearner, on 28 March 2018 - 08:41 AM, said:

View PostWaterBottle, on 28 March 2018 - 08:32 AM, said:

Was intended behavior that only non-elemental weapon damage that gets multiplied? Again, thinking of medallions (stars) and what value is used (#arm was stated explicitly in original post)
I Interpret "Base Gear Damage" to not include Elemental since that damage doesn't also get added and is not added into the Damage in #arm, rather is handled separately. Therefore Elemental Damage should not be included.

Ah I see now; didn't realize that the stars medallion bonus in this case counted as elemental damage.
I was addressing Elemental Damage

Stars Med WOULD get counted since it just adds to weapon damage.

Pickaxes, frying pans, roses are all single handed weapons and WOULD be affected.

#10 Learner

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Posted 29 March 2018 - 11:35 AM

With a little extra tweaking, I think I found a simple way I can track if you are wearing a shield or weapon which will prevent ectra processing for this Perk to check if it's active.

#11 Learner

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Posted 29 March 2018 - 12:54 PM

Initial version is now available on Test from Wraith 2

#12 Learner

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Posted 15 April 2018 - 02:25 PM

Applied a bug fix where the extra damage wasn't being applied correctly and only when multiple mobs were on you.

#13 ohmygod

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Posted 18 April 2018 - 04:29 PM

I like this perk

#14 PandemiC

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Posted 09 May 2018 - 06:06 PM

This perk seems to currently work while wielding a bow.

#15 Learner

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Posted 09 May 2018 - 06:52 PM

View PostPandemiC, on 09 May 2018 - 06:06 PM, said:

This perk seems to currently work while wielding a bow.
Technically the bow is a one handed weapon ... or did you mean when shooting arrows?

#16 Ash

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Posted 02 December 2018 - 10:23 AM

My a/d is 92/93.

TWO HANDED level 3
Builds tested:
1) dexterity 4 might 4 reaction 4 tough 4 ethereality 50

Tested with Perks: Dancing lvl3 an Magic Guy lvl3
Was able to hit 1 cyclops and do good damage.
Was able to hit 1 Fluffy Rabbit and do fair damage.

Tested with Perks: Magic Guy lvl3
Was able to hit 1 cyclops and do good damage.
Was able to hit 1 Fluffy Rabbit and do minimal damage.

2) dexterity 50 might 50 reaction 4 tough 4 ethereality 50

Tested with Perks: Magic Guy lvl3
Was able to hit and kill 1 cyclops and do great damage.
Was able to hit and kill 1 Fluffy Rabbit and do great damage.

3) dexterity 4 might 4 reaction 50 tough 50 ethereality 50

Tested with Perks: Magic Guy lvl3
Was able to hit and kill 1 cyclops and do good damage.
Was able to hit and kill 1 Fluffy Rabbit and do fair damage.

Overall I really like this Perk. Works well under these builds and will work very well under other builds.

#17 Warlock

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Posted 02 December 2018 - 12:23 PM

I think this perk needs it's numbers adjusted lower, far too OP imo, slayed an FC in seconds, as you saw yourself Ash, I'm not even pure hitter, god I should test 50/50 dex/might with this perk

#18 Ash

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Posted 03 December 2018 - 06:17 AM

I agree Warlock. This Perk is a bit OP.

Maybe the numbers should be lowered.

Suggest:

Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 8% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 16% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)

#19 Learner

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Posted 06 January 2019 - 08:30 AM

View PostAsh, on 03 December 2018 - 06:17 AM, said:

I agree Warlock. This Perk is a bit OP.

Maybe the numbers should be lowered.

Suggest:

Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 8% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 16% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)
The 8/16/20% chance adjustment suggested adjustment is on Test now. But, I think that combination of numbers doesn't seem right. For numerical progression, 7/14/20% seems more evenly distributed.

#20 PandemiC

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Posted 24 February 2019 - 04:14 PM

BUMP


Is anyone able to test this over the next few days and provide some feedback? I'll be dropping mine in tomorrow.


For anyone unclear:

Original proposed:
Two Handed Wielding
(only takes affect when no shield is equipped, a weapon is equipped)
(Cannot combine with Tank)
Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 10% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 30% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)


CURRENT CHANGES BEING TESTED
Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 8% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 16% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)


If we could test all 3 'levels' of the perk, not just rank 3.

Thanks guys.




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