white-hot fiery mace offhand proc bug
white-hot fiery mace offhand proc bug
It seems when wielded in the offhand the white hot fiery mace will proc but the proc will mention the name of your primary weapon.
You dodge the navy sailor's vicious attack.
The navy sailor misses you with his hit.
You slash the navy sailor extremely hard.
Your fiery mace envelops the navy sailor in a corona of fire.
Flames explode around the navy sailor as your an ebony bladed longsword makes contact.
You crush the navy sailor extremely hard.
You slash the navy sailor extremely hard.
< 500h/728H 128v/139V >
< T: Zrax TC: few wounds E: navy EC: pretty hurt>
You dodge the navy sailor's vicious attack.
You slash the navy sailor extremely hard.
Your longsword glows dark and bites into the navy sailor's neck.
The navy sailor seems to be blinded!
The navy sailor staggers from your fearsome slash!
You dodge the navy sailor's vicious attack.
The navy sailor misses you with his hit.
You slash the navy sailor extremely hard.
Your fiery mace envelops the navy sailor in a corona of fire.
Flames explode around the navy sailor as your an ebony bladed longsword makes contact.
You crush the navy sailor extremely hard.
You slash the navy sailor extremely hard.
< 500h/728H 128v/139V >
< T: Zrax TC: few wounds E: navy EC: pretty hurt>
You dodge the navy sailor's vicious attack.
You slash the navy sailor extremely hard.
Your longsword glows dark and bites into the navy sailor's neck.
The navy sailor seems to be blinded!
The navy sailor staggers from your fearsome slash!
It seems to be a bug in the old offhand proc weapons (or rather, the ONLY offhand proc weapons seeing as how I have yet to find any new offhand proc weapons yet aside from the straightback dirk for rogues but that's another matter entirely). I recall that the valkyrie sword displayed the name of the primary on an offhand proc as well. Course, since both weapons use the corona proc, it's probably something with the proc itself.
I think you are misunderstanding.
A chaotic good barbarian weapon, if wielded by a human, might still proc when fighting something evil, however, if wielded by a barbarian of a pure spirit, might proc much more often, might proc stronger, and might even proc if wielded in the offhand.
The human, who doesn't understand the barbarian magic involved in the weapon wouldn't have enough control or faith of spirit to cause the weapon to proc in both hands or very often.
-Gargamel
------------------
Gargauth the Outcast
A chaotic good barbarian weapon, if wielded by a human, might still proc when fighting something evil, however, if wielded by a barbarian of a pure spirit, might proc much more often, might proc stronger, and might even proc if wielded in the offhand.
The human, who doesn't understand the barbarian magic involved in the weapon wouldn't have enough control or faith of spirit to cause the weapon to proc in both hands or very often.
-Gargamel
------------------
Gargauth the Outcast
Hmmm, is there any way to know on what race/alignment/etc it will proc more?
I thought that all races/classes that could use a weapon, would proc proc equally much with it (provided it's not a proc-on-crit weapon modified by racial str). And if a race/class/sex can't use it, you can't use it to proc with either (e.g. valkyrie sword).
I don't think this shows up on ID, so is there a way of knowing that a barb will proc more than a dwarf who will proc more than a troll who will proc more than a halfling if they are all wielding the same proc weapon X, and the other way around with proc weapon Y?
Just wondering how the players would know this stuff
I thought that all races/classes that could use a weapon, would proc proc equally much with it (provided it's not a proc-on-crit weapon modified by racial str). And if a race/class/sex can't use it, you can't use it to proc with either (e.g. valkyrie sword).
I don't think this shows up on ID, so is there a way of knowing that a barb will proc more than a dwarf who will proc more than a troll who will proc more than a halfling if they are all wielding the same proc weapon X, and the other way around with proc weapon Y?
Just wondering how the players would know this stuff
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
<B>Hmmm, is there any way to know on what race/alignment/etc it will proc more?
I thought that all races/classes that could use a weapon, would proc proc equally much with it (provided it's not a proc-on-crit weapon modified by racial str). And if a race/class/sex can't use it, you can't use it to proc with either (e.g. valkyrie sword).
I don't think this shows up on ID, so is there a way of knowing that a barb will proc more than a dwarf who will proc more than a troll who will proc more than a halfling if they are all wielding the same proc weapon X, and the other way around with proc weapon Y?
Just wondering how the players would know this stuff </B></font><HR></BLOCKQUOTE>
God forbid there is stuff we have to figure out by experimentation!!
<B>Hmmm, is there any way to know on what race/alignment/etc it will proc more?
I thought that all races/classes that could use a weapon, would proc proc equally much with it (provided it's not a proc-on-crit weapon modified by racial str). And if a race/class/sex can't use it, you can't use it to proc with either (e.g. valkyrie sword).
I don't think this shows up on ID, so is there a way of knowing that a barb will proc more than a dwarf who will proc more than a troll who will proc more than a halfling if they are all wielding the same proc weapon X, and the other way around with proc weapon Y?
Just wondering how the players would know this stuff </B></font><HR></BLOCKQUOTE>
God forbid there is stuff we have to figure out by experimentation!!
I agree, I really hate !id weapons too, i think it would be cool to have weapons that are harder to id, require a more powerful spell, or the amount of info depends on the level of the person casting the spell but having all or nothing id kinda stinks. Just an opinion, not of any overwhelming importance to me though.
The idea of more interaction between items and players brings up the idea of AI for items. How cool would that be!? I remember the Living Necroplasm artifact on Duris that, if dropped by a player, would run around the room searching for another player to wrap itself around (as a cloak). When it found someone it would leap onto them and be worn as a cursed cloak. As I recall it was one of the best mage items out there and certainly one of the most unique MUD items I've ever seen. I'd love to see more items out there that had some AI. To me, it sounds like a coding nightmare but, I'm not a coder so...
As to the suggestion of tying this in with bards, why not give them a skill like the following:
LORE
Applied skill.
Syntax: lore <item>
Aggressive: No
Class/Level: Bard 20th
This skill allows the bard a chance to discern more information about a particular object based upon it's physical characteristics and history. The skill is available for use once per day. Higher level bards will have a much easier time discerning the stats and/or history of a particular item.
Feedback?
Twyl
LORE
Applied skill.
Syntax: lore <item>
Aggressive: No
Class/Level: Bard 20th
This skill allows the bard a chance to discern more information about a particular object based upon it's physical characteristics and history. The skill is available for use once per day. Higher level bards will have a much easier time discerning the stats and/or history of a particular item.
Feedback?
Twyl
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