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Thread: MP Wishlist: 1HB Creation - Secondary Damage Version

  1. #1

    MP Wishlist: 1HB Creation - Secondary Damage Version

    Hi All,

    I thought I'd take a stab at a line of 1HB creation weapons focussed on damage dealing as a secondary damage source. The creation bow wishlist thread produced two different proposals. One was a weapon designed to emphasise the Pet/Nuke damage and not overwhelm them. The other was more PvP oriented and was designed to equal some of the major guns used by MPs in PvP.

    I did some testing first to establish that the creation shields as stand do not interfere too much with using 1HB weapons. On the whole you'll only lose 1 hit every 9 seconds while waiting for the shield to attack. During the 8 second shield recharge the 1HB weapon hits at normal speed(this may be linked to the TS 8% MC 2% attack skills on the shield adding up to only 1/10th of a weapon in total).

    This proposal is just about thinking up 1HB weapons that add secondary damage. I've gone ahead and drawn up a proposal range to discuss from the start.
    • - Damage amounts are drawn from interpolated QLs of the vento 1HB weapons
      - I've taken the speed from the old creations
      - I've taken the requirements from the old creations (so they'll change without a doubt )
      - I've left the poison DoT so I've reduced the Crit values significantly.
      - I've increased the DoT chance and damage somewhat
      - QLs are taken from the existing 1HB creations (not from the creation nanos).
      - I've added a small evade clsc buff, since if these weapons are to be used effectively we'll need a little boost to evade close combat
      - I've made the defensive skills 50/50 evade clsc and nano resist based on Bio's suggestion

    Here goes then:

    QL 45 1HB Creation
    • Value: 1
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 12-107 (36) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Requirements

      To Equip 1h blunt >= 156
      time and space >= 236

      Effects

      On Equip modify user evade clsc 12
      On Hit Cast Target Poisoned 15% Chance (poison ac -40 .. -40 6 hits 4s delay)

    QL 88 1HB Creation
    • Value: 1
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 14-189 (54) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Requirements

      To Equip 1h blunt >= 302
      time and space >= 458

      Effects

      On Equip modify user evade clsc 24
      On Hit Cast Target Poisoned 18% Chance (poison ac -104 .. -104 6 hits 4s delay)

    QL 133 1HB Creation
    • Value: 1
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 16-273 (76) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Requirements

      To Equip 1h blunt >= 457
      time and space >= 692

      Effects

      On Equip modify user evade clsc 40
      On Hit Cast Target Poisoned 21% Chance (poison ac -220 .. -220 6 hits 4s delay)

    QL 187 1HB Creation
    • Value: 1
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 19-375 (101) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Requirements

      To Equip 1h blunt >= 641
      time and space >= 972

      Effects

      On Equip modify user evade clsc 50
      On Hit Cast Target Poisoned 24% Chance (poison ac -390 .. -390 6 hits 4s delay)


    I haven't done any detailed calculations of damage comparisons and stuff yet as I wanted to get some first opinions before getting involved in all the maths which makes my head hurt. This is only a first pass proposal too so I'd expect it to change significantly - and I'd prefer to get as many changes done before launching into too much calculations.

    Let me know what you think.

    X
    Last edited by XtremTech; Jan 8th, 2003 at 08:53:57.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  2. #2

    Fodder for thought

    Here's something that may or may not be interesting. What would the ramifications be if the Defense skill for this weapon were 40% EvadeClsC/60% Nanoresist rather than a straight 100% EvadeClsC?

    - In PvP?
    - In PvM?

    Would it be an opportunity to further distinguish the MP creations?

  3. #3
    Ohhhh nice idea! TS attack skill after all....

    It might be buttering the bread a little thickly given that we already get the Attack Rating boost from the TS and also of course it's much harder for players to get their nanoresist up high than their Evade.

    Still maybe the other way round... 60% evade clsc 40% Nanoresist?

    I like the idea and would need to think about it some more. It's going to make comparitive damage calculations even more of a headache of course... lol

    X
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  4. #4
    Mostly thinking PvP, as all Mob's have at least a respectable amount of nanoresist.

    It would be less effective against Raging Enforcers and Docs (and NT's?) who probably have an easier time with NR than they do Evade. Might be the flip side with MA's, Soldiers, MP's. Anything that throws some variety in the stale combat mix of AO.

    Just like Shotguns and Support Beams in PvP versus the unexpecting ex-PvM'ers who don't have a single point in Duck, I think this could be interesting.

  5. #5
    I love the idea. I've modified the proposal above to make it 50/50 evade NR.

    X
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

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