Unsealed weapons

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OontzOontz - Dreamweaver
OontzOontz - Dreamweaver Posts: 782 Arc User
edited December 2011 in Suggestion Box
Instead of releasing new ones, how about making the current ones stronger?

Dagger/fist/claw:
1st unseal: Weaken weapon damage by 50%, unlock 6aps.
2nd unseal: Weaken weapon damage by only 25%, unlock 6.66aps.
Final: Weapon damage the same, unlock 6.66aps.

Sword/Spear:
1st unseal: Increase weapon attack by 5% and speed by -0.05 interval
2nd: Increase weapon attack by 10% and speed by -0.1 int
Final: Increase weapon attack by 20% and speed by -0.1 int

Axes:
1st: Increase weapon attack by 5% and range by 1 meter
2nd: Increase weapon attack by 15% and range by 2 meters
Final: Increase weapon attack by 25% and range by 2 meters.

Magic weapons:
1st: Decrease channeling by 10% and increase crit rate by 2%
2nd: Decrease channeling by 15% and increase crit rate by 3%
Final: Decrease channeling by 20% and increase crit rate by 5%

Ranged Weapons:
1st: Increase range by 2 meters and increase crit damage by 5%
2nd: Increase range by 4 meters and increase crit damage by 10%
Final: Increase range by 5 meters and increase crit damage by 20%

Requirements to unseal are:
+10 weapon or higher + whatever new mats
Each successful unsealing deducts a refine level from the weapon
Has a possibility to fail, refine levels aren't reduced when it fails
[SIGPIC][/SIGPIC]
Post edited by OontzOontz - Dreamweaver on

Comments

  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited December 2011
    Options
    Instead of releasing new ones, how about making the current ones stronger?

    Dagger/fist/claw:
    1st unseal: Weaken weapon damage by 50%, unlock 6aps.
    2nd unseal: Weaken weapon damage by only 25%, unlock 6.66aps.
    Final: Weapon damage the same, unlock 6.66aps.

    "Unlocking" 6 aps is kinda pointless as the only way to get there is to have 4.0 base, which means you have every single -interval in the game.

    Not to mention that it'd be utterly worthless for Sages, who are locked at 4.0.

    So nice job making the overpowered even more overpowered.
    I am Olba. Not Ol, not Baze nor Blaze. And even less would I go by Olblaze. Please, take a second to read a person's username.
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  • VenusArmani - Dreamweaver
    VenusArmani - Dreamweaver Posts: 6,009 Arc User
    edited December 2011
    Options
    Instead of releasing new ones, how about making the current ones stronger?

    Dagger/fist/claw:
    1st unseal: Weaken weapon damage by 50%, unlock 6aps.
    2nd unseal: Weaken weapon damage by only 25%, unlock 6.66aps.
    Final: Weapon damage the same, unlock 6.66aps.

    Sword/Spear:
    1st unseal: Increase weapon attack by 5% and speed by -0.05 interval
    2nd: Increase weapon attack by 10% and speed by -0.1 int
    Final: Increase weapon attack by 20% and speed by -0.1 int

    Axes:
    1st: Increase weapon attack by 5% and range by 1 meter
    2nd: Increase weapon attack by 15% and range by 2 meters
    Final: Increase weapon attack by 25% and range by 2 meters.

    Magic weapons:
    1st: Decrease channeling by 10% and increase crit rate by 2%
    2nd: Decrease channeling by 15% and increase crit rate by 3%
    Final: Decrease channeling by 20% and increase crit rate by 5%

    Ranged Weapons:
    1st: Increase range by 2 meters and increase crit damage by 5%
    2nd: Increase range by 4 meters and increase crit damage by 10%
    Final: Increase range by 5 meters and increase crit damage by 20%

    Requirements to unseal are:
    +10 weapon or higher + whatever new mats
    Each successful unsealing deducts a refine level from the weapon
    Has a possibility to fail, refine levels aren't reduced when it fails

    So you want them to give aps users 6.66 attackers per second, no penalty but decrease magic weapons channeling by 20% for a lousy 5% crit rate? This has got to be a troll.
    [SIGPIC][/SIGPIC]
    Thanks Silvy for the superb sig <3

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