Post by gandor on Apr 13, 2016 9:11:38 GMT
I'm sure most people will realize eventually that by using a bow that short-change themselves out of 5 gem slots and a whole mess of stats. Even with the increased base damage of bow weapons, this so-called 'benefit' is counter-acted by the fact that they have the lowest strength multiplier in the game. This means they essentially get WORSE as time goes on and you get more and more strength! What about armor penetration and first-strike? While both skills are useful, they still won't overcome the damage difference due to the previously mentioned shortcomings inherent in using a two-handed weapon.
So, a few ideas:
1) Bow-only gem: Free shot. 1.5% chance per tier (owned) to get a bonus attack at the beginning of combat. This bonus attack is calculated as a normal attack but does not use up the player's turn, it is instead done before the normal combat is even calculated. This means if the player were to be 'scheduled' to attack second, this bonus attack would actually happen first and then combat would flow as normal afterwards.
2) Instead of first strike chance, have bow users always attack first regardless of the stats of the mob they're fighting.
3) Piercing-shot: 20% chance to reduce mob's agility by 10%, making them easier to hit.
4) Aimed-shot: Toggleable. When on, +10% agility and skip player's first round to guarantee a hit on the second with double damage. Combat resumes as normal afterwards.
5) Blood-shot: 20% chance to make mob 'bleed'. While a mob has the 'bleed' effect they lose 25% of their max HP per round, including the round they're afflicted.
You get the gist. I could come up with more, but I figure it's enough for a starting point. There's also the simpler (but lamer) methods of fixing bows by double gem capacity (10-slotted Relic bows for example) and more stats when crafted/dropped to balance things out a bit. Meh!
Staves could also use a similar treatment buuuuuut I had a whole 'nother idea about that, Vysn knows. Spells! Actual unique ones, I mean. Shhh, you heard nothing.
So, a few ideas:
1) Bow-only gem: Free shot. 1.5% chance per tier (owned) to get a bonus attack at the beginning of combat. This bonus attack is calculated as a normal attack but does not use up the player's turn, it is instead done before the normal combat is even calculated. This means if the player were to be 'scheduled' to attack second, this bonus attack would actually happen first and then combat would flow as normal afterwards.
2) Instead of first strike chance, have bow users always attack first regardless of the stats of the mob they're fighting.
3) Piercing-shot: 20% chance to reduce mob's agility by 10%, making them easier to hit.
4) Aimed-shot: Toggleable. When on, +10% agility and skip player's first round to guarantee a hit on the second with double damage. Combat resumes as normal afterwards.
5) Blood-shot: 20% chance to make mob 'bleed'. While a mob has the 'bleed' effect they lose 25% of their max HP per round, including the round they're afflicted.
You get the gist. I could come up with more, but I figure it's enough for a starting point. There's also the simpler (but lamer) methods of fixing bows by double gem capacity (10-slotted Relic bows for example) and more stats when crafted/dropped to balance things out a bit. Meh!
Staves could also use a similar treatment buuuuuut I had a whole 'nother idea about that, Vysn knows. Spells! Actual unique ones, I mean. Shhh, you heard nothing.