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02-20-2008, 02:17 PM
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NoFuture
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Re: Underutilized item effects
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Originally Posted by Slippery
You mean like sanctuary, freedom pots, signets, and the multiple items that proc immune to control effects?
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Yes because closed mind is a proc, obviously.
Quote:
Originally Posted by gungo
yeah you are rigth you can't find immunity to control effects on a bunch of items, potions, status items, classes, weapon procs etc. now. Because closed mind is such a class specfic ability.
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Read above, closed mind is a class specific ability, tell me of another class that can be immune to every control effect except snare for 25 ish seconds, on command, almost instantly, with a recast of 2 mins ( give or take some seconds )
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Originally Posted by gungo
Pull your head out of your ass. Logically % double chance at combat arts is likely where some effects wil end in the future. Unlike the skill double up which GARAUNTEES the last ~3 arts used will be doubled.
I guess in your opinion aoe auto atk (hurricane) is a swashy only class ability......
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% double chance at combat arts is not double up. You said you wanted double up. Big difference. What you want is double spell attack but for melee classes, and I'm not against that.
And actually in my opinion aoe attack isn't limited to any class, and I think it should be a stat on items, but not on the every item like crit and DA are, because let's be honest, if a brigand and a swashy both have 50% aoe attack, the brigand now infringes upon what should be one of the main differences between those two classes ( brigs = single target dps, swashies = AOE dps )
So to an extent I think AOE auto shud be put on items, but that's it.
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Originally Posted by Pinski
You mean like THE FRAGMENT OF THE CHIME? OMGZZZZZZZZZZZZZ
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I was not aware we were only talking about effects that would be on raid items...realistically how many people had access to the fragment of the chime out of the entire eq2 player base?
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Originally Posted by Gaige
Yeah so no proc flurry chance either, that would just insult assassins who have it on our mythical.
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Show me another weapon that has the same proc on it, and your argument will sound more valid, but at this moment it's all he said she said bullshit.
Oh and sorry I wanna keep some core skills to their respective classes, let's just give every class dispatch, decap, and a ward.
Seriously guys grow up.
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02-20-2008, 02:24 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,211
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Re: Underutilized item effects
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Originally Posted by gungo
Effects that can and should be added to eq2-
Triple atk- % chance to triple atk
+ CA% - % or numerical increase base combat art damage
Strikethrough X-5% per rank up to 50% chance to land a missed atk
Spell break X-5% per rank up to 50% chance to land a resisted spell
Double Crit - increases crit amount from 1.3 to 1.6
Triple Crit- increases crit amount from 1.3 to 1.9
Repent-procs absorbs next hit up to 3k (no more 100% stoneskin)
Hastened reflex X-5% per rank up to increases to riposte 70% instead of 20% of parries
Strengthened reflex X-5% per rank up to +50% riposte damage
Fire absorbtion X - absorbs % of heat up to 10%
Cold absorbtion X - Absorbs % of cold up to 10%
Poisen absorbtion X- " "
Disease absorbtion X- " "
Magic absrobtion X-
Divine absorbtion X-
Mental Absorbtion X-
Double up- % chance to double strike on a combat art
+ melee damage- # or % to auto atk damage (not proc)
Splash damage- adds a small pbaoe to single target ranged/spell atks
Hatred V- increases taunts by up to 50%
Timid V- increases detaunts by up to 50%
I am sure i can think of more but this is effects that should be added to items.
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more effects we dont see much of-
physical absorbtion X- absorbs % of melee damage up to 10%
elemental rejuve X- converts a % of cold/heat dam into life up to 10%
noxious rejuve X- poisen/disease
arcane rejuveX- magic/mental/divine
Trample X-% chance at a double riposte atk up to 100%
Flurry X- 5% per rank frontal based aoe auto atk up to 50%
Stun resist X%
Stifle resist X%
Daze resist X%
riposte X%
spell range- up to 10m
beneficial spell duration- up to 10%
range atk- up to 10m
Accuracy X- up to 10% melee accuracy
Poisen expertise X- up to 10% posien damage
class effects-
toxicoligy- allows bards to use poisens.
Tradeskill effects-
Sage wisdom- allow sages to double the amount of loams produced
Alchemy wisdom X- increased potions duration by 50% (can be an item effect if needed) allows crit potions to last 22.5min instead of 15min.
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02-20-2008, 02:29 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,211
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Re: Underutilized item effects
Quote:
Originally Posted by Orochan
Read above, closed mind is a class specific ability, tell me of another class that can be immune to every control effect except snare for 25 ish seconds, on command, almost instantly, with a recast of 2 mins ( give or take some seconds )
SANCTUARY, freedom of mind, signets are NOT a proc.
Let me spell it out for you slowly so you can understand SANCTUARY IS A TEMPLAR GROUP SPELL THAT DOES THE SAME EXACT THING ONLY FOR THE WHOLE GROUP.
% double chance at combat arts is not double up. You said you wanted double up. Big difference. What you want is double spell attack but for melee classes, and I'm not against that.
And actually in my opinion aoe attack isn't limited to any class, and I think it should be a stat on items, but not on the every item like crit and DA are, because let's be honest, if a brigand and a swashy both have 50% aoe attack, the brigand now infringes upon what should be one of the main differences between those two classes ( brigs = single target dps, swashies = AOE dps )
So to an extent I think AOE auto shud be put on items, but that's it.
You do realize that hurricane (like closed mind) was a DOF spell and that no other class had aoe auto atk. (cept zerk) until AA's came out in KoS. It was as close to a class ability as you can get under your thinking.
If you would have read the actual qoute i was asking for double combat arts essentially what double up is EXCEPT double up is a 100% garaunteed chance on selected brigand combat arts. Double up is a modified version of Double combat art.
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Your WRONG so maybe you should grow up.
Last edited by gungo; 02-20-2008 at 02:42 PM.
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02-20-2008, 02:47 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,211
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Re: Underutilized item effects
Quote:
Originally Posted by Gaige
Yeah so no proc flurry chance either, that would just insult assassins who have it on our mythical.
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Imho Flurry was a bit to much to fast. It should be limited to % chance to (3) triple auto atk. Instead of up to 5 auto atks. I see flurry more as a tier 10 ability. But we will see hot it all turns out when melee hit rates are fixed and arrows are fixed etc.
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02-20-2008, 02:51 PM
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<3 OMG Claire!! <3
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Re: Underutilized item effects
I don't think melee hit rates will ever be fixed. Nor do I think mob levels will ever be lowered. IF anything is done, it will a nerf to caster hit rates against higher con mobs.
But believe what you want.
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Cleansing the internet of e-whores since 2003! Just saying!
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02-20-2008, 03:01 PM
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NoFuture
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Re: Underutilized item effects
I know what sanctuary does thank you. I was not referring to that, but since you insist here goes.
Sanctuary - lvl 55 Ancient teaching
Takes 2 seconds to cast, recast is 3 mins ( though I admit, I don't know if templar's have an AA to increase duration or reduce recast )
1% chance to dispel if target receives damage or receives hostile action.
Effects the whole group.
hmmm yea because that's so like closed mind. Your looking at the base effects ( immunity ) and ignoring everything else about the two spells. Closed mind is .5 sec cast, that is almost instant, 2 seconds is not almost instant.
Also it's an ancient teaching, so out of 24 classes, TWO have this type of ability and BOTH are ancient teachings. You fail.
And signets require guild level, status, and money. Signets are also lore ( iirc ) and have 1 charge. So they aren't even a valid argument at all.
As for hurricane read what I said, I am ok with it to an extent, meaning I dun mind if one or two items give + 5 or + 10% chance to aoe auto, however I would care if items allowed classes to get up to 50% ish aoe auto because that is one of the defining things about a swashy, their aoe damage potential. Learn to read.
Quote:
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If you would have read the actual qoute i was asking for double combat arts essentially what double up is EXCEPT double up is a 100% garaunteed chance on selected brigand combat arts. Double up is a modified version of Double combat art.
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Quote:
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% double chance at combat arts is not double up. You said you wanted double up. Big difference. What you want is double spell attack but for melee classes, and I'm not against that.
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I'll admit I skipped ahead while reading, but I think I clarified it in my previous post ( which you prolly didn't read, but were so eager to quote )
There it is again, in bold, for more clarification.
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02-20-2008, 03:01 PM
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I don't like you
Character: Iheals
Server: Oasis
Posts: 1,910
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Re: Underutilized item effects
Gungo already addressed all your retarded points. Also, Fragment of the Chime is going to be up for more than 30 seconds every 2 minutes, which is better than closed mind.
Edit: The fact that you are being selective with what "class features" could be put on items makes you a hypocrite and invalidates anything you have to say in the matter. Arguing that you can't take my "class feature" away but it is fine when you take someone elses is away is fucking retarded.
Last edited by Slippery; 02-20-2008 at 03:03 PM.
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02-20-2008, 03:03 PM
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Archduke Ferdinand
Character: tangarth
Posts: 1,782
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Re: Underutilized item effects
Quote:
Originally Posted by Slippery
Gungo already addressed all your retarded points. Also, Fragment of the Chime is going to be up for more than 30 seconds every 2 minutes, which is better than closed mind.
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to be honest, he did prove you wrong last time you had a forum fight
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02-20-2008, 03:03 PM
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NoFuture
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Re: Underutilized item effects
Quote:
Originally Posted by Gaige
I don't think melee hit rates will ever be fixed. Nor do I think mob levels will ever be lowered. IF anything is done, it will a nerf to caster hit rates against higher con mobs.
But believe what you want.
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I fear for the problems the next exspansion pack might/will bring really.
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02-20-2008, 03:05 PM
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I don't like you
Character: Iheals
Server: Oasis
Posts: 1,910
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Re: Underutilized item effects
Quote:
Originally Posted by TANGARTH
to be honest, he did prove you wrong last time you had a forum fight
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Have you verified it actually lands the debuff and not just the icon? I didn't think so.
What about the other 23 classes in the game? Do their debuffs land?
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