Author Topic: Weapon traits and characteristics  (Read 705 times)

Araye

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Weapon traits and characteristics
« on: January 01, 2006, 09:20:56 pm »
Are you ready Karyuu and Zanzibar to shoot this puppy down?  ;)

I think it would be nice to have the Bones Dark Broad Sword tied to the Dark Glyph, Skill Ability and Stat for Dark (whatever that is?).

I have know idea how damage is calculated, but I\'ll create a very simple algorithm as an example.

Let\'s say damage is calculated like this:

damage = weapon value + (STR modifier + Skill modifier)

I\'m sure in reality there is an adjustment for  randomness and opponents armor blah blah, but follow me for a second.

I\'d like to see a special weapon, one with a glyph name in the title, be tied to that glyph, so that it\'s damage would be more like:

If it\'s a \"Dark Weapon\"...

damage = weapon value + (STR modifier + Skill modifier) + (Dark Glyph in possesion?*(STAT modifier + Skill modifier))

I think this would be the easiest method to tie the weapon to the glyph it is named for.

Another idea would be a boost to Dark Spell casting because the item is equipped.

Or hey...  both???

Araye

Karyuu

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« Reply #1 on: January 01, 2006, 09:51:41 pm »
Heheh, I don\'t shoot things down. I comment :D

A question though - is there a Dark glyph? I don\'t follow magic closely, simply because my own character is repulsed by it, but I\'m under the impression that the glyphs are for spells, and not named after their ways. So there is no Azure Glyph, Crystal Glyph, etc., but Weakness Glyphs, Energy Glyphs, and the like. You\'d have to modify your suggestion some. However, using glyphs (magic) to augment weapons isn\'t necessarily a new idea, though it\'s a good one. And as Draklar mentioned in another thread, smiths may often use the Red Way when working.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Araye

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« Reply #2 on: January 01, 2006, 11:47:28 pm »
I don\'t either as you can see by my lack of knowledge.  But the glyphs do fall into the six ways, ie. energy = crystal.  So basically the weapon would look to whether a glyph for that way existed before the additional damage would occur.  Heck, maybe you would have to have a glyph that paired to the weapon.  That could be fun.  ???

Karyuu

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« Reply #3 on: January 01, 2006, 11:54:26 pm »
Well, it wouldn\'t necessarily have to be damage that\'ll increase :) An Energy glyph tied to a weapon, for example, could make the weapon lighter and its wielder faster. I think the general idea of tying weapons/items to glyphs is indeed exciting, but such things should probably only be crafted, and require a ton of skill.
Judge: Are you trying to show contempt for this court, Mr Smith?
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Kythag

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« Reply #4 on: January 02, 2006, 01:48:18 am »
I also think that this should require the basic crafting skill(to make the weapon armor, etc) plus knowledge in the magic way involved(blue, crystal, etc.).  This would create smithys with no specialty, exclusive specialty, and wide ranging specialty.

Lvl 1 magic crafted items could require low skill in magic way, whlie the highest levels could require the best of skills.  I would create a character that would eventually make magical items of the highest order.  I would enjoy levelling to that point and roleplaying my way up.

It would be cool if we were allowed to make effects separate from glyphs and their combos based on the materials used, including cursed items from substandard materials to godlike items from godlike materials.
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