Forums » General Pantheon Discussion

Weapons

    • 1584 posts
    December 4, 2019 1:32 PM PST

    I was watching PantheonPlus today on an older stream of his and he was mentioning weapons and everything, now we know spells are effected by different attributes and not just one like most mmos.  I was wondering if people think it would be cool if Weapons were kind of dealing if the same thing.

     

    Kind of like how Dark Souls does it to a point.

     

    Like say theres a polearm and it says 15 str, 10 agi, 7 con, lets just say, so to use this weapon efficently you need to have all three of these stats to match or be higher than to use it correctly, i think this would be pretty cool

     

    I think this could be interesting and could also have people go towards different builds like lets say if close to max gear in one direction you could use one dagger highly efficently but becuase that particular set of gear and the stats that it focuses on, you could be out of reach to use another particular dagger that is also just as good, or close too.  Now i can see how a lot of people might not like this and say a dagger is simply a dagger and one shouldn't be harder to use than another.

    But i think people ultimately focusing different gear in general on the same classes would be something that hasn't really been done in any mmo i think i've evwer played

    Like imagine a Rogue that focused gear more towards strength than Dex were slower but had higher base damage, and therefore having abilities that are based off of weapon damage would be big hitters especially if those abilities focused str more than others to begin with.

    And a Dex based rogue daggers were faster, better critters, and focused other abilities that prioties that favor dex,

    i think this would be pretty cool, and you can mix match it and be anywhere inbetween the 2 extremes

    It was simply a thought and i'm sure if it isn't implemented now it probably isn't going to be now, but i just wanted to write it down and see what people thought of it.

    • 520 posts
    December 4, 2019 1:49 PM PST

    I always liked when equipment had stat requirements - there was always greater variety of armor sets and weapons that people were wearing/wielding at the end game. Even in games that prioritized dumping all points in one stat , many people choose to put some points in another just to be able to wear said item.


    This post was edited by Hegenox at December 4, 2019 1:53 PM PST
    • 1428 posts
    December 4, 2019 1:59 PM PST

    there is hard evidence that certain abilities have different modifiers.

    i would just like to say: gandolf the swol with tons of strength so that he can have the biggest, hardest, meatiest hitting firebawls known to the magic world evar.

    hit em with the flex!


    This post was edited by VR-Mod1 at December 5, 2019 1:13 AM PST
    • 1584 posts
    December 4, 2019 5:06 PM PST

    stellarmind said:

    there is hard evidence that certain abilities have different modifiers.

    i would just like to say: gandolf the swol with tons of strength so that he can have the biggest, hardest, meatiest hitting firebawls known to the magic world evar.

    hit em with the flex!

    lol I have to say I got a chuckle out of this lol


    This post was edited by VR-Mod1 at December 5, 2019 1:13 AM PST
    • 1247 posts
    December 4, 2019 5:41 PM PST

    Lol oh my. I don’t know how you do it Stellar, I lol’ed.

    • 1479 posts
    December 4, 2019 10:57 PM PST

    From what I remember from the old tower of the reckless magician wizard :

    Weapons have a damage range that is static, and having more in skill and offensive stat(s) do not improve the damage of the weapon, but increase the odds of reaching the full damage of the weapon. Think of it like a gaussian curve that moves at the starting range of the damage weapon to the upper range the more stat/skills you do have.

     

    Also a lot of skills displayed do not account weapon damage to factor scaling, except Backstab, so ability damage is likely to be completely unlinked to the weapon besided it's raw stats bonus.

    • 9115 posts
    December 5, 2019 1:15 AM PST

    Please follow the guidelines when posting, any external links will be removed and risk your post being removed. Off-topic is the place for unrelated content ;)

    • 1584 posts
    December 5, 2019 1:19 AM PST

    MauvaisOeil said:

    From what I remember from the old tower of the reckless magician wizard :

    Weapons have a damage range that is static, and having more in skill and offensive stat(s) do not improve the damage of the weapon, but increase the odds of reaching the full damage of the weapon. Think of it like a gaussian curve that moves at the starting range of the damage weapon to the upper range the more stat/skills you do have.

     

    Also a lot of skills displayed do not account weapon damage to factor scaling, except Backstab, so ability damage is likely to be completely unlinked to the weapon besided it's raw stats bonus.

    I believe you are correct, i was more or so just throwing out an idea i had in my head, not so much saying this should be in game.  And since to me it sounded like a good idea, i simply wanted to throw it into a discussion, and see what people generally thought about, with the knowlodge of knowing it probably wouldn't be in the game.

    • 3852 posts
    December 5, 2019 8:25 PM PST

    Weapons working different ways and requiring different things adds realism. Only logical that a great club is better used by someone who is rather strong while a dagger is a better weapon for the weaker but very fast character.

    • 1479 posts
    December 5, 2019 10:51 PM PST

    Riahuf22 said:

    MauvaisOeil said:

    From what I remember from the old tower of the reckless magician wizard :

    Weapons have a damage range that is static, and having more in skill and offensive stat(s) do not improve the damage of the weapon, but increase the odds of reaching the full damage of the weapon. Think of it like a gaussian curve that moves at the starting range of the damage weapon to the upper range the more stat/skills you do have.

     

    Also a lot of skills displayed do not account weapon damage to factor scaling, except Backstab, so ability damage is likely to be completely unlinked to the weapon besided it's raw stats bonus.

    I believe you are correct, i was more or so just throwing out an idea i had in my head, not so much saying this should be in game.  And since to me it sounded like a good idea, i simply wanted to throw it into a discussion, and see what people generally thought about, with the knowlodge of knowing it probably wouldn't be in the game.

     

    That wasn't to shut the conversation, simply remember or explain to new participants how the weapons have been said to work in Pantheon.

    • 2756 posts
    December 6, 2019 3:45 AM PST

    I think it would be an excellent addition to the game to have weapons effected by stats like skills are.  Nice thinking.  Why not.

    I'm currently playing Legend of Grimrock 2 (re-playing after several years. If anyone hasn't played it, I highly recommend).

    It has very simple (classic Dungeon Master type) combat, but the melee weapons you choose have damage ratings like 1-10+STR or 2-16+DEX or plain 10-20 but an ability based in skill with that weapon type.  They also have variable recovery time depending on the weapon, not the player.  This means that you don't simply pick the one with the highest damage, you choose based on several other factors that might even change depending on the encounter (or even during a single encounter!).

    Ok, you don't pick from a skill tree in Pantheon, but similar emphasis could see us making more meaningful choices with weapons and with other gear for compatible stats.  It could see us carrying a choice of weapons and swapping depending on encounter, which would need us to swap other stat gear and buffs.

    There won't be many 'action' combat elements in Pantheon, but it would be interesting if a warrior might want to use a two-handed sledgehammer for the stun in one encounter, so asks for STR buffs and changes to STR gear to get the stun to trigger more, then uses shield and shortsword in an encounter needing you to actively protect the cleric and asking for DEX buffs and changing to DEX gear that makes the shielding work better.  I could see Paladins needing WIS buff/gear for an anti-undead morningstar, but CON buff/gear for a broadsword that parries well.

    Even if it's not so dynamic, it would still give meaningful, interesting long-term, if minor, 'specialisation' choices to a class to be thinking about different stat-biased gear-builds to accomodate weapons.

    I suppose there's no reason other gear shouldn't respond to stats too - maybe the armor class of some items could vary depending on your stats?

    VR have said that the effectiveness of items may scale with level (to keep an open economy, but limit the power of twinking) so why not?


    This post was edited by disposalist at December 6, 2019 3:55 AM PST