2h damage

Explanations please - no flames
Koeril
Posts: 1764
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Re: 2h damage

Post#11 » Tue Oct 20, 2009 7:49 am

TheBloodmoon wrote:Sorry, my bad. I was wrong on my numbers. It was 2.2k to 2.6k...don't know where I got 3-3.5k from. I wouldn't consider that overpowering...


That sounds just fine if that is pre-2.0 and with procs. If I go all out (meaning I'm not healing on Jerant, but not discing duelist either) with procs I can reach about 2.5k on the high end. With a good duelist I've reached 3k before.

Bear in mind though, it does matter which zombie you use. They have staggered AC at 0, 2k, and 4k.
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Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

sarcon
Posts: 257

Re: 2h damage

Post#12 » Tue Oct 20, 2009 9:43 am

perhaps the issue lies with SK/pal 2h dmg rather than in general, i know the other night irualdin while charmed was hitting a TON harder than ive ever hit with my 2.0,considering his was unauged at the time and being about 32 dmg less than mine he was still hitting me for a good 1-1.4k of what my max hit is for.

i was thinking though does damage bonus on a weapon factor into what the weapons min hit is?
Sarcon -Evolution Officer-

Kilmer
Posts: 69

Re: 2h damage

Post#13 » Tue Oct 20, 2009 8:01 pm

My contributions to this topic are limited by the fact that I primarily play the class that historically was always the melee class with the worst DPS. (undead aside)

I feel that all is needed to boost the knight 2h damage without fear of zerker DPS running amok is simply modifying the knight AAs that grant a chance for a triple attack. Perhaps double riposte too. Another alternative are the critical hit AAs.

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Tyler
Posts: 4365

Re: 2h damage

Post#14 » Tue Oct 20, 2009 8:08 pm

Can you post the name of these AA's?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

sarcon
Posts: 257

Re: 2h damage

Post#15 » Tue Oct 20, 2009 8:30 pm

pretty sure the triple attack is "Knights Advantage" however if you modify the melee critical or double riposte it will also alter every other melees of it... so not the best idea unless if you can isolate it to knights

what i thought about that could solve this problem is a spell "Offensive Mode" would trash the knights AC in exchange for a dps boost (like -1000 AC for +1000 atk or something like that which is balanced), to make it balanced it could be a non removable buff for like a 10 min duration ( so proper planning is required)



or what i was pondering if you lowered the dmg on 2hers but raised the dmg bonus on them would that just raise the min hits more and lower the max hits?
Sarcon -Evolution Officer-

Jeido
Posts: 1265

Re: 2h damage

Post#16 » Tue Oct 20, 2009 10:09 pm

I think you'd need to be 1000% sure (yes, one thousand) that damage bonus is screwed up on emu and is actually causing weapons to hit for that minimum amount. otherwise, doing this could throw lots of things off and it's also a big job to rehaul all 2handers in this way.
Jeido, Founder of Evolution

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