2-handed/double-ended weapons proposal

Post your tips, ideas for improvements, requests for new features, etc. here
User avatar
CrazyJ
Relic Raider
Posts: 881
Joined: Fri Mar 10, 2006 7:06 pm

Post by CrazyJ »

Re: Dual-wielding

Guardian Dagger
Level 9
AC +1

13
AC+1, enhancement +1

Level 16
Enhancement +1
AC +2

And reduced bonus damage compared to a standard weapon.

Trades off damaging attacks for defense. That's how I'd use a second weapon in a combat.... mostly for defense, attacking only occasionally.

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

AC on weapons is of the non-stacking deflection type.
Can already get +5 deflection ac from gloves and tons of helms have +3...
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

lordvan52681
Wiki Editor
Posts: 461
Joined: Mon Dec 26, 2005 5:32 am
Location: Flint, Mi (America's Armpit =P)
Contact:

Post by lordvan52681 »

I agree with Flailer. A dual wielder has the choice to use their weapon AND a shield if they need, whereas some one who uses a greatsword or dire mace has to choose between their chosen weapon OR a shield.

Dual wielders are fine.

User avatar
Kromix
Addict
Posts: 1542
Joined: Sat Mar 13, 2004 5:13 am
Location: Right next to your mom... :D
Contact:

Post by Kromix »

maybe add some lower shield modifier to the 2 ended weapons?
Image Image
TGPO wrote: Call me a nazi all you want [...] it wont change the way I approach things.

Metis
Dungeon Master
Posts: 1290
Joined: Fri Jan 06, 2006 4:17 pm
Location: Entering the dark world where devs live

Post by Metis »

Kromix wrote:maybe add some lower shield modifier to the 2 ended weapons?
hmm
Flailer wrote:Double-ended weapons :

In a similar manner to 2-handed weapons, giving up not just AC but damage immunities and resistances by not having a shield makes using a double-ended weapon fairly pointless. So, we're propsing adding some defensive abilities to double-ended weapons (thought of as using the center of the weapon to block incoming attacks).

Examples of possible changes:

Defensive boosts:
Level 13: 5% damage imm, [shields at 20% imm, 10 resist]
Level 16: 10% damage imm, [shields at 25% imm, 10 resist]
Level 21: 10% damage imm, 5 resist [shields at 25% imm, 15 resist]
Level 25: 10% damage imm, 10 resist [shields at 25% imm, 15 resist]
"Wheresoever you go,
go with all your heart." - Confucius

lord_modred
Spam Master General
Posts: 864
Joined: Thu Mar 06, 2003 2:39 am
Location: pirating the spanish maine
Contact:

Post by lord_modred »

one thing that might make 2handers better is doubling the massive criticals for 2handers, just a thought
"O cruel fate, floating through the void of space like gravity's plaything. O to be thusly boned. Ask not for whom the bone bones, it bones for thee."

help save world hunger!

lordvan52681
Wiki Editor
Posts: 461
Joined: Mon Dec 26, 2005 5:32 am
Location: Flint, Mi (America's Armpit =P)
Contact:

Post by lordvan52681 »

My God man! does noone read the post prior to theirs?!?!

Flailer already suggested that on the first post in this thread.

User avatar
PeregrineV
Relic Raider
Posts: 862
Joined: Mon Aug 01, 2005 1:26 am
Location: San Antonio, TX
Contact:

Post by PeregrineV »

lordvan52681 wrote:My God man! does noone read the post prior to theirs?!?!

Flailer already suggested that on the first post in this thread.
It seems that speed reading course was so *NOT* worth the money. :wink:

Am I confused (in context of the rest of the question :P ) or doesn't the parry skill exist to provide an AC bonus at the expense of an attack (except when allowed a counterattack)?

User avatar
seriouslynow
Pk Bait
Posts: 69
Joined: Wed Mar 08, 2006 4:50 pm

Post by seriouslynow »

I'm excited to log on and see how this all works out. Based on flailer's description this sounds awesome! This is just enough reason to want to use the 2-handed weapons but still cause a real quandry about which way to go (i.e. shield + weapon or 2-handed or double weapon). This is the sort of dilema that actually gets a variety of weapons being used and makes things more interesting IMO.

For the dual wield folks, which most of are dex builds don't forget that they also have the option of wielding a ranged weapon effectively too.

So one concern, do the NPC's get the new bonuses too :wink:

Binkyuk
Absentee Ballot Dev
Posts: 1012
Joined: Wed Mar 09, 2005 6:01 pm
Location: Cambridge, UK

Post by Binkyuk »

PeregrineV wrote:Am I confused (in context of the rest of the question :P ) or doesn't the parry skill exist to provide an AC bonus at the expense of an attack (except when allowed a counterattack)?
yes, ideally parry would be the answer for dual/double wielders who want to fight defensively, but it's hopelessly broken in nwn if your opponent has >3 attacks per round (which even my wizard does).

if we could somehow integrate the parry skill into the system that'd be nice, but i suspect it's much more effort than it's worth.

with regard to dual wielders I don't suppose it's possible to make a weapon offhand use only? i couldn't find it as a property in the toolset.

comments about these bonuses shafting halflings and gnomes that choose to 2 hand a medium weapon are entirely correct, but i can see no way around this. the only thing i can think of is race restricted medium weapons, but that would be scuppered by the UMD skill.

double weapons and dual wielding are a world apart IMO. you need 15 dex and an extra feat to use a double weapon effectively (or be a ranger), and yet they're not finessable so you still need to invest in strength for ab. the cost is far higher.

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

One thing to remember with the doubleended weapons is that they aren't finessable, are they?

Also with parry, if your parry skill is high enough, it basically let's you avoid the first and most powerful attack every round.
Parry would probably be most useful against an enemy that is impervious to physical attack but susceptible to spells. Of course there isn't anything like that in NS, the only way mobs are made strong vs melee in NS is by massive hp and mob AB's that are too high.
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

Binkyuk
Absentee Ballot Dev
Posts: 1012
Joined: Wed Mar 09, 2005 6:01 pm
Location: Cambridge, UK

Post by Binkyuk »

JesterOI wrote:Also with parry, if your parry skill is high enough, it basically let's you avoid the first and most powerful attack every round.
Parry would probably be most useful against an enemy that is impervious to physical attack but susceptible to spells. Of course there isn't anything like that in NS, the only way mobs are made strong vs melee in NS is by massive hp and mob AB's that are too high.
ok, i hate to get a bit off topic, but are you and peregrine talking about the same parry as me or is it changed for NS? the way i thought it works you enter parry mode and give up all of your attacks, and make an opposed roll against the attack roll of each attack in the round, and if you beat it you parry, and if beat it by 10 you counterattack.
very little to do with evading the first attack or an increase in AC.

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

There's only one parry combat mode with it's associated skill...
Sure parry doesn't attempt to block the second and/or consecutive attacks in a volley, but the first attack is always the strongest and that's the one that parry blocks. So it does have some use in certain situations. However, there really aren't any useful situations in the mod for parry.
Ultimately parry is pointless if your AC exceeds your parry skill.
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

MasterYoda
PKer
Posts: 1251
Joined: Sat Feb 25, 2006 2:14 pm

Post by MasterYoda »

Back on topic......

What about halflings and gnomes....

I am currently making a halfling barb/bard/rdd....

Is there any way to script something that makes a special bonous to u no matter what weapon ur useing but it gives u special bonouses since your duel wielding....

IE

Special token : self use

+x to str
+x to con
+x to ac....

Mabey concealment, or Stoneskin , something to help them defensivly (im not saying put all these n one token but mabey a few)


or something alont this nature...

And mabey make a npc in town that lets u give up the shield feat to be able to get this token, or item...

It would help make people commit to duel wielding, and would probbally help fighters against mage types and casters a bit....

Also to make it so mages and such cant get it make it only available to people with a certain AB that way it limits mages from getting it ... u have to get it before level 5 or 6 and have to have AB 4 at least to get it.....

Mabey make a quest out of it....


I dont think halflings and gnomes sould be exempt from the duel wielding bonouses just cause they cant wield a great sword or a great axe.....
Last edited by MasterYoda on Tue Mar 28, 2006 1:45 pm, edited 1 time in total.
TGPO wrote:Man, dont u hate it when yoda is right
Amoenotep wrote:yeah....he's a little right :(
Image

User avatar
Flailer
-2 Penalty in Daylight
Posts: 2503
Joined: Wed Oct 08, 2003 11:54 am
Location: Central Virginia

Post by Flailer »

We have some ideas on dealing with halflings and gnomes, but they won't be implemented at the same time as the altered two-handed/double ended weapons.
Flailer
NS Developer

None of us is as dumb as all of us.

Locked

Return to “NS4 Ideas and Suggestions”