hax melee weapons =/
EverDoom - Harshlands
Posts: 69 Arc User
not to sound newby or anything, but y do melee weapons have like super cool effects on them and not mag weapons? like 5% hp for double attack, or something like that. the best thing mag weapons get is like - channeling which isnt that special...
Post edited by EverDoom - Harshlands on
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Maybe because casters can... well, cast various effects? Melee is somewhat limited, in comparison (and yes, I know various skills do different things).
My point is, you can swing a melee weapon and do base damage.
Magic weapons, there is no 'swinging' - you're always casting a specific effect already.0 -
EverDoom - Harshlands wrote: »not to sound newby or anything, but y do melee weapons have like super cool effects on them and not mag weapons? like 5% hp for double attack, or something like that. the best thing mag weapons get is like - channeling which isnt that special...
Most likely to offset the (generally - except for IMO, and it's a big IMO here) poor 1v1 damage output. I mean, magic users, ranged users, fist BMs and sins have massive damage compared to axe BMs. So I'm sorry, but these classes and/or builds don't technically need double damage since they dish out more.
I believe, anyways, that Sacrifice (5% hp > 2x dmg.)/Gloom (5% mp > + significant dmg.) is for axe/hammer line only. Can't confirm, too lazy to check, can someone correct me if I'm wrong? x];;[SIGPIC][/SIGPIC]
Due to constant PMs: I'm not German, sorry folks0 -
Kephras Siggy makes me jealous, so professional looking and such.b:chuckle
Me cleric, can cast sleep, freeze, debuffs, buffs, heals, LIGHTING!!!b:victory
b:pleased (I don't need a special weapon for that) b:scornb:scorn...We are one, We are many, We are watching you...b:scorn0 -
I believe, anyways, that Sacrifice (5% hp > 2x dmg.)/Gloom (5% mp > + significant dmg.) is for axe/hammer line only. Can't confirm, too lazy to check, can someone correct me if I'm wrong? x];;
There are zerk fists, a zerk sword, and a gloom bow that I know of.[SIGPIC][/SIGPIC]
"My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."0 -
not to sound newby or anything, but y do magic weapons never miss and can attack like 25 meters away?
b:bye0 -
EverDoom - Harshlands wrote: »not to sound newby or anything, but y do melee weapons have like super cool effects on them and not mag weapons? like 5% hp for double attack, or something like that. the best thing mag weapons get is like - channeling which isnt that special...
Because there is some attempt for classes to be balanced?
If casters had double damage weapons, nobody would keep playing... or at least play anything but magic classes.
2x damage on a magic weapon would totally break this game... melee classes are underpowered as it is.I post in forums. This one and others. That's why I post.0 -
Hmmm so the lunar bows removing my buffs nonstop in tw, many times via barrages isn't overpowered? Let's not forget those insane fists/claws running around on bms/barbs. Then you go and look at the lunar magic wpns and what's the best bonus stat....*gasp* -6% channeling on a frigging wand (no magic users ever used wands b4 these came out cuz of the low max damage).[SIGPIC][/SIGPIC]0
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EverDoom - Harshlands wrote: »not to sound newby or anything, but y do melee weapons have like super cool effects on them and not mag weapons? like 5% hp for double attack, or something like that. the best thing mag weapons get is like - channeling which isnt that special...0
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Rawthorne - Heavens Tear wrote: »Hmmm so the lunar bows removing my buffs nonstop in tw, many times via barrages isn't overpowered? Let's not forget those insane fists/claws running around on bms/barbs. Then you go and look at the lunar magic wpns and what's the best bonus stat....*gasp* -6% channeling on a frigging wand (no magic users ever used wands b4 these came out cuz of the low max damage).
Archers aren't melee, they're ranged.
Fists/Claws have a range of 2.5m... what is your casting or attack range? Hmm... would be nice if magic attacks missed every once in a while too...I post in forums. This one and others. That's why I post.0 -
EverDoom - Harshlands wrote: »not to sound newby or anything, but y do melee weapons have like super cool effects on them and not mag weapons? like 5% hp for double attack, or something like that. the best thing mag weapons get is like - channeling which isnt that special...
A veno can purge a BM with a skill
A BM needs a weapon that has just a chance to purge to do the same effect
There are tons of things you cannot do with melee that these weapons make up for.... now if you add these effects to magic weapons you have a broken game.0 -
Michael_dark - Lost City wrote: »Archers aren't melee, they're ranged.
Fists/Claws have a range of 2.5m... what is your casting or attack range? Hmm... would be nice if magic attacks missed every once in a while too...
Off topic, it can... it's called focused mind... x.x
On topic, no, like someone else said, magic weapons don't need adds like gloom/zerk
Zerk on a glaive would be so OP it wouldn't even be funny.[SIGPIC][/SIGPIC]0 -
ElderSig - Dreamweaver wrote: »Hmm... would be nice if magic attacks missed every once in a while too...
I suspect when they were first developing the game, magic attacks could hit or miss depending on your accuracy. At some point they dropped the idea and just made it so magic always hit. But they forgot to remove the stat from the mod table for magic rings. Least that's my guess.0 -
BMs do have a purge weapon...it's a spearElena Costel: I wash my hands of this affair.
Legerity: *drags you back* *stains your hands with said affair*
Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
Qui: b:dirty0 -
Uhm.... wizards crits are something to be feared already. If i could get zerk crit i can crit for 400K in PvE ( BM and veno amps ), and over 40K in PvP without amps outside my own. And i'm level 93 with an aquadash, not even end game +10 wep atm, or sage nukes. So if i could get zerk crits PvP and TW would get severely broken.
Also BM's and barbs need a zerk crit to kill me, otherwise they just won't. so tell me why this is not balanced atm?0 -
Michael_dark - Lost City wrote: »Archers aren't melee, they're ranged.
Fists/Claws have a range of 2.5m... what is your casting or attack range? Hmm... would be nice if magic attacks missed every once in a while too...[SIGPIC][/SIGPIC]0 -
Mumintroll - Heavens Tear wrote: »Magic attack can "miss". It's called interrupted.
Hitting and missing is based on accuracy and evasion.
Interruption is based on external factors such as moving out of range or being hit by a skill that interrupts your channeling.
They're not the same. And for the record, any skill regardless of whether its a melee skill or magic skill, can be interrupted.[SIGPIC][/SIGPIC]0 -
Asperitas - Lost City wrote: »Hitting and missing is based on accuracy and evasion.
Interruption is based on external factors such as moving out of range or being hit by a skill that interrupts your channeling.
They're not the same. And for the record, any skill regardless of whether its a melee skill or magic skill, can be interrupted.
Of course they are not same, but result is the same.
And you can be interrupted anytime not just with skill that interrupts channeling. Once I was interrupted 4times in row and I was killed. Interrupted 2times in row is common.[SIGPIC][/SIGPIC]0 -
Mumintroll - Heavens Tear wrote: »Of course they are not same, but result is the same.
And you can be interrupted anytime not just with skill that interrupts channeling. Once I was interrupted 4times in row and I was killed. Interrupted 2times in row is common.
If by the result is the same, you mean the end result of you not getting hit, then sure. But imagine you pop a black ice dragon strike and it misses. Not interrupted, misses. That's totally different. Really can't compare the two.
That's what other people are getting at.[SIGPIC][/SIGPIC]0 -
Asperitas - Lost City wrote: »If by the result is the same, you mean the end result of you not getting hit, then sure. But imagine you pop a black ice dragon strike and it misses. Not interrupted, misses. That's totally different. Really can't compare the two.
That's what other people are getting at.[SIGPIC][/SIGPIC]0 -
the only attacks that can interrupt are melee attacks correct?Elena Costel: I wash my hands of this affair.
Legerity: *drags you back* *stains your hands with said affair*
Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
Qui: b:dirty0 -
Force of will can, but I'm not sure of anything else.
@Mumintroll - that's why there's a balance in this game. Melee lacks damage, so there's zerk and speed. And then there's missing to make up for that. And while magic damage hurts like a !@#$%, it has long channeling, and therefore does not miss. It's just a balance.[SIGPIC][/SIGPIC]0 -
Asperitas - Lost City wrote: »Force of will can, but I'm not sure of anything else.
@Mumintroll - that's why there's a balance in this game. Melee lacks damage, so there's zerk and speed. And then there's missing to make up for that. And while magic damage hurts like a !@#$%, it has long channeling, and therefore does not miss. It's just a balance.[SIGPIC][/SIGPIC]0 -
i know skills that can disable (stun, seal, kick, demon BT, etc) can interrupt spells
i'm talking about physical attacks.Elena Costel: I wash my hands of this affair.
Legerity: *drags you back* *stains your hands with said affair*
Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
Qui: b:dirty0 -
to be honest i dont think i've never interrupted anybody's spell through just physical attacks, so i can't answer that question.[SIGPIC][/SIGPIC]0
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Mum is right. Interupt is like our miss and it can easily be done. I would much rather miss a skill than interupt since if someone is interupting your spells you cant defend yourself...Sins are Scissors. Psychics are Rocks.
Archers, Venos, Barbs, Wizards, BMs, Mystics, Seekers are Paper.
...and Clerics are Mushrooms.
Paper beats Rock. Scissors beats Paper. Scissors also happens to beat Rock...until Rock gets 50k+ soulforce at which point Rock becomes an unstoppable killing machine that beats Paper... and would beat Scissors but it can't find Scissors, because Scissors are invisible.
So Scissors beat Paper and avoids Rock, and that is called BALANCE. -cheze0 -
Michael_dark - Lost City wrote: »Archers aren't melee, they're ranged.
Fists/Claws have a range of 2.5m... what is your casting or attack range? Hmm... would be nice if magic attacks missed every once in a while too...
Hmm let's see now...
1. Yah archers aren't "melee" w/ that insane lunar bow and sage mastery skill wth is their range like 34m or so w/ the ability to aoe continuously which you WILL debuff someone with it if left up for sev secs/thrown on a nice spawn spot like towers/crystals/bind spots.
2. Mmk a nice silly axe bm comes up and stuns me using his gx's but isn't able to kill me. So what's he do? 2 options, one is to perpetualy waste chi by keeping me stunlocked or just switch to the fists w/ all that - int gear blah blah and the chances of me pulling off a spell WITHOUT getting interrupted just plummeted.
3. As others have said we get interrupted repeatedly in say tw which is worse then missing. A nice fist bm can hit me 4/5x a sec whereas my weakest spells have a 1 sec cast and channel w/ the potential to be interrupted....
4. Bottom line to me is that ALL of the magic wpn bonuses for end game gear pale in comparison to the other classes wpn's. Give us something silly like a possibilty of protection f/ movement debuffs or temporarily inc. channeling/no channeling, inc. def., inc. att., refill hp/mp etc. and it would be more balanced.[SIGPIC][/SIGPIC]0 -
Rawthorne - Heavens Tear wrote: »Hmm let's see now...
1. Yah archers aren't "melee" w/ that insane lunar bow and sage mastery skill wth is their range like 34m or so w/ the ability to aoe continuously which you WILL debuff someone with it if left up for sev secs/thrown on a nice spawn spot like towers/crystals/bind spots.
2. Mmk a nice silly axe bm comes up and stuns me using his gx's but isn't able to kill me. So what's he do? 2 options, one is to perpetually waste chi by keeping me stunlocked or just switch to the fists w/ all that - int gear blah blah and the chances of me pulling off a spell WITHOUT getting interrupted just plummeted.
3. As others have said we get interrupted repeatedly in say tw which is worse then missing. A nice fist bm can hit me 4/5x a sec whereas my weakest spells have a 1 sec cast and channel w/ the potential to be interrupted....
4. Bottom line to me is that ALL of the magic wpn bonuses for end game gear pale in comparison to the other classes wpn's. Give us something silly like a possibilty of protection f/ movement debuffs or temporarily inc. channeling/no channeling, inc. def., inc. att., refill hp/mp etc. and it would be more balanced.
1: Sage archers are far rarer than Demon archers, so the range they can get doesn't really come into play. That aside, setting up barrage is like putting a giant sign above your head asking everyone in the area to murder you. You're right, the bow will debuff someone eventually... oh and sage purge will do the exact same thing regardless of weapon.
2: Absolute Domain -> Holy Path/Guardian Light. Also, the fact that a BM can stun + DPS a robe to death is rather fair compensation for the fact that you can... ya know... 1-shot the BM from a distance or break through their charm depending on gear/refines. The chance of them getting a hit in when you 3-shot them if you catch them with phys marrow up or have gear as insane as the -interval stuff they' need is also kinda low. Just saying.
3: Instant channel powders. Also, any class that has to deal with channeling (aka every class since we all have skills) has to deal with interrupts. Casters just see it more often because they rely purely on skills, most of which have a longer channel time assuming they aren't using -chan.
4: No. It's balance. What do you think the melee people do when you stack your phys def/HP to the point that auto-attacking with anything but fists is a waste of time? Casters have range and don't miss if their attacks get through. On top of that, the damage they deal in general tends to be far higher than the damage phys users deal and normally has some form of additional effect that, for most skills, is guaranteed. As long as you guys complete channeling, which -chan helps with,it's gonna suck for your target. For those with phys weapons, they have to hope their 5% chance procs AND that they don't miss... and considering that a pure dex archer can miss a 9 mag 1 str character, both concerns are valid ones.0 -
Rawthorne - Heavens Tear wrote: »4. Bottom line to me is that ALL of the magic wpn bonuses for end game gear pale in comparison to the other classes wpn's. Give us something silly like a possibilty of protection f/ movement debuffs or temporarily inc. channeling/no channeling, inc. def., inc. att., refill hp/mp etc. and it would be more balanced.0
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^
uhh not true...casting can proc weapon affects as well. (like purge bow procing purge on barrage)
@Rawthorne
Demon Barrage from 32m away (ya the difference is 2meters) is much scarier as it channels 0.5s faster per wave
and have you thought about something as simple as a jump? you get stunned midjump and they can't do **** to you. If you do it right, either the bm has to get on an aero and hit you with 1/2 damage, or they can't reach you at all with fists; same with dropping from air when stunned, you are considered on the ground as soon as you shut off your aero, and the air to ground penalty applies.
you have 10s that you are not protected by plumed shell, add some genie skills to escape/take damage and you cannot be killed easily by bms.
unless they just use HF + True Emptiness or something ****Elena Costel: I wash my hands of this affair.
Legerity: *drags you back* *stains your hands with said affair*
Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
Qui: b:dirty0 -
Rawthorne - Heavens Tear wrote: »Hmm let's see now...
4. Bottom line to me is that ALL of the magic wpn bonuses for end game gear pale in comparison to the other classes wpn's. Give us something silly like a possibilty of protection f/ movement debuffs or temporarily inc. channeling/no channeling, inc. def., inc. att., refill hp/mp etc. and it would be more balanced.
1-3 read above.
Bottom line is that as a melee class, I have to deal with casters with lvl11 stone barrier with buffed pdef equal to many heavies and attacks that really never miss (except for the rare occasion I can get in range to cancel or stun you).
The ration of my mdef to your magic damage pales to a wizards pdef and my physical damage.
So keep QQing about OP classes when it's apparent that you always play one.I post in forums. This one and others. That's why I post.0
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