Flipz Posted May 29, 2014 Posted May 29, 2014 (edited) Ravage does take weapon effects into account, Grim Reaper wouldn't. (For me, the base rule of thumb is "would it spread poison"--if yes, Dual-Strike applies, if not, it doesn't.) Edited May 29, 2014 by Flipz Quote
Myrddyn Posted May 29, 2014 Posted May 29, 2014 (edited) Ravage does take weapon effects into account, Grim Reaper wouldn't. (For me, the base rule of thumb is "would it spread poison"--if yes, Dual-Strike applies, if not, it doesn't.) Yeah, I always thought that, but Sandy said Dual-strike does not affect AOE attacks. Though I think it would still affect Spellspin and Triple-shot (if anyone had a dual-strike bow). The Fireball hits three enemies at once, whereas Dual Strike weapons hit two enemies at once. In both cases the Shield-skills work as if all three (or two) enemies were targets, ie. multiply the effect. This only applies to skills that have one target, though, skills that specifically say they hit all enemies are unaffected. All other skills that do not involve directly hitting a target with the weapon are unaffected, as well. Edited May 29, 2014 by Myrddyn Quote
Sandy Posted May 29, 2014 Author Posted May 29, 2014 Wait... so for Dual-Strike weapons, SHIELD skills like Grim Reaper and Ravage are multiplied? I.e.Ravage does twice the damage to each enemy it normally would and assassinations are rolled for twice? I don't really remember how I've done it in the past, but I would still rule that area-of-effect skills are unaffected by weapon effects that target multiple enemies. Simply for balance's sake. Quote
Scubacarrot Posted May 29, 2014 Posted May 29, 2014 Sandy, could you please explain how the Pheles Kris (previously Rod) works exactly: I've been rolling it as on hits, but now I hear that it works for failed attacks too? Why is it different from the normal rule, and does it get a chance to be activated for every attack or just one chance per round? Quote
CMP Posted May 29, 2014 Posted May 29, 2014 I've been rolling it as on hits, but now I hear that it works for failed attacks too? I think it's because it's more of a passive effect, and it's not like inflicting negative effects. If it was the latter, it woudn't make sense to deal the effect if the attack failed, but since the Pheles Kris affects the wielder rather than the target, I don't think it applies. Quote
Sandy Posted May 29, 2014 Author Posted May 29, 2014 Sandy, could you please explain how the Pheles Kris (previously Rod) works exactly: I've been rolling it as on hits, but now I hear that it works for failed attacks too? Why is it different from the normal rule, and does it get a chance to be activated for every attack or just one chance per round? Exactly like CMP said, the weapon effect is unique as it affects the wielder rather than the enemies. I know it would've been better to make it as an artefact instead, but it's no use crying over spilt milk. Quote
Zepher Posted May 29, 2014 Posted May 29, 2014 Weapons that hasten heroes still hasten them even if they don't land a hit. Since the Pheles Rod used to ALWAYS create an Aura, it works like that. The 1/2 chance is to help the QM balance, not to confuse them, though that seems to be what it did here. Quote
Scubacarrot Posted May 30, 2014 Posted May 30, 2014 So they do get a chance for every single attack? That's so powerful though, and didn't Hastened Weapons get replaced by dual strike for a reason? Anyway, does it work for the current round or for the next round or for both? Quote
Sandy Posted May 30, 2014 Author Posted May 30, 2014 So they do get a chance for every single attack? That's so powerful though, and didn't Hastened Weapons get replaced by dual strike for a reason? Anyway, does it work for the current round or for the next round or for both? Once per round, works until the user takes their next turn on the following round (when it is time to roll for the chance again). And remember, it used to be a permanent effect until I nerfed it to have 1/2 chance. Quote
UsernameMDM Posted May 30, 2014 Posted May 30, 2014 Where are the rules for a Zoot's Plaything? Can one be made into a weapon type that is not compatible with the PC's base class? For instance, Hoke started as a knight and will most likely progress into a Dragoon, Guardian Knight, and Paragon. Right now, as a Mystic Knight, he can use mage and knight weapons, so if his Zoot's Plaything turns into a Broomstick, but can he still use it as a Broomstick whenever he is not a Mystic Knight? Quote
Scubacarrot Posted May 30, 2014 Posted May 30, 2014 If I remember correctly, Zoot's Plaything's are apart from the normal weapon rules, and whatever weapon is made by it can be used by the person forever, no matter the class and only by that person. Basically, you can turn it into anything you want and you would still be able to use it. Quote
UsernameMDM Posted May 30, 2014 Posted May 30, 2014 If I remember correctly, Zoot's Plaything's are apart from the normal weapon rules, and whatever weapon is made by it can be used by the person forever, no matter the class and only by that person. Basically, you can turn it into anything you want and you would still be able to use it. That's what I believe too. Just double checking with Zeph/Sandy so I can get a proper plan in place before I hit level 40. Gotta love the special 3/4 edition Zoot's Plaything (that I have had since the end of quest 53!). Quote
Zepher Posted May 30, 2014 Posted May 30, 2014 Saving them has made them particularly powerful. The way Scuba described it is correct, unless Sandy disagrees, in which case it's incorrect! Quote
Palathadric Posted May 30, 2014 Posted May 30, 2014 I don't know if they can just become a broomstick. I imagine they are just a weapon category of their own, kind of, and probably a melee one at that, but that may be just my interpretation. Still, I think it makes sense. Quote
Waterbrick Down Posted May 30, 2014 Posted May 30, 2014 Saving them has made them particularly powerful. The way Scuba described it is correct, unless Sandy disagrees, in which case it's incorrect! It's a unique item and there's a limitted number of them, but I don't think we've ever had a case of someone using one for a weapon that wasn't suitable to them. Not sure if a Dragoon with a ranged weapon wouldn't be a little OP. Quote
Scorpiox Posted May 30, 2014 Posted May 30, 2014 It's a unique item and there's a limitted number of them, but I don't think we've ever had a case of someone using one for a weapon that wasn't suitable to them. Not sure if a Dragoon with a ranged weapon wouldn't be a little OP. Yeah, I'd say that ranged/melee weapon restrictions have to apply for balance's sake. Whilst it makes no difference for a rogue to wield a mace, allowing a barbarian class to use ranged weapons is pretty unbalanced. Quote
Sandy Posted May 30, 2014 Author Posted May 30, 2014 Saving them has made them particularly powerful. The way Scuba described it is correct, unless Sandy disagrees, in which case it's incorrect! I would like them to follow the normal class equipment restrictions, thank you very much. Quote
UsernameMDM Posted May 30, 2014 Posted May 30, 2014 I would like them to follow the normal class equipment restrictions, thank you very much. And there you have it folks! Thanks for the clarification. Follow-up question - no matter what advanced class you pick, can you always use the weapons suitable for your base class? Quote
Sandy Posted May 30, 2014 Author Posted May 30, 2014 And there you have it folks! Thanks for the clarification. Follow-up question - no matter what advanced class you pick, can you always use the weapons suitable for your base class? Since you can only choose advanced classes that are derived from your basic class, it's a yes. The same goes for Veteran and Master classes. Expert Classes are different, though, you might need to change your equipment once you change into those. Quote
Waterbrick Down Posted May 30, 2014 Posted May 30, 2014 Follow-up question - no matter what advanced class you pick, can you always use the weapons suitable for your base class? Advanced Classes: Weapons list dependent on Base Class Expert Classes: Weapons list independent of Base Class Veteran Classes: Weapons list dependent on Base Class Master Classes: Weapons list dependent on Base Class Quote
UsernameMDM Posted May 30, 2014 Posted May 30, 2014 Since you can only choose advanced classes that are derived from your basic class, it's a yes. The same goes for Veteran and Master classes. Expert Classes are different, though, you might need to change your equipment once you change into those. Advanced Classes: Weapons list dependent on Base Class Expert Classes: Weapons list independent of Base Class Veteran Classes: Weapons list dependent on Base Class Master Classes: Weapons list dependent on Base Class Thanks x2! Quote
Sandy Posted May 30, 2014 Author Posted May 30, 2014 Advanced Classes: Weapons list dependent on own Basic Class + one other Basic Class Expert Classes: Weapons list independent of Basic Class Veteran Classes: Weapons list dependent on own Basic Class Master Classes: Weapons list dependent on own Basic Class + two other Basic Classes (or all, in case of Mime) Fixed. Quote
Zepher Posted May 31, 2014 Posted May 31, 2014 I would like them to follow the normal class equipment restrictions, thank you very much. A'okay with me! I actually kind of prefer them that way (for the exact reason that WBD outlined) but I don't know if I had forced them that way in the past, and didn't want to over-rule myself in a manner unfair to other players. Quote
Flipz Posted May 31, 2014 Posted May 31, 2014 I seem to recall you saying in the past that they remain suitable for the character even if they change class, Sandy... It'll take a while to find, especially since I'm mostly stuck on mobile (I have to shut this big rig down in a few minutes because of overheating issues). Quote
Zepher Posted May 31, 2014 Posted May 31, 2014 I actually recall that too, in all honesty - and changing the ruling now seems a little unfair, considering that some people probably chose their weapon's type based on the fact that it would not be limiting, but on the other hand I fully understand the ruling in this case, so that a Dragoon (and other power-house like heroes) can't become ranged. Though there are other drops that allow for just that (Qiln Blade, Boots of Evasion). Quote
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