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Thread: Sector 7 Weapons

  1. #1

    Sector 7 Weapons

    Hai, is there any info about when these exclusive weapons is hitting the live servers/test servers? im so anxious about this!
    Valhall Guardians

    Thapetowner 220 Meta-Physicist
    Hyimoliver 220 Soldier
    Ihatemyself 200 Shade
    Hardcore 200 Adventurer
    Ilovetokill 170 Agent
    Ilovetodrain 150 Trader
    Oxiahe 150 Doctor
    Critterz 150 Martial-Artist
    Awaaa 74 Soldier

  2. #2
    New versions on test live now.
    Fixer issues

    Quote Originally Posted by heartless888 View Post
    fixers got 2 more hots since LE, which means their healing over time, more or less, went up 200%

  3. #3

  4. #4
    oh.. possible any of you could show me the new stats of them? thanks in advance!
    Valhall Guardians

    Thapetowner 220 Meta-Physicist
    Hyimoliver 220 Soldier
    Ihatemyself 200 Shade
    Hardcore 200 Adventurer
    Ilovetokill 170 Agent
    Ilovetodrain 150 Trader
    Oxiahe 150 Doctor
    Critterz 150 Martial-Artist
    Awaaa 74 Soldier

  5. #5
    So they all are a heavy green colour now, not really loving that. The max beneficial skill is 1.5k now for all of them (was 1.2k). The damage, attack speed and recharge speed of them was adjusted some for many to all of them.

    Special Edition Kyr'Ozch Nunchacko are kinda neat. They were a kinda green or blue Shen stick from what I remember. Now they're dark green with that sort of electric beam between the two ends like you see on the "string" of the AI bows. When you run that leaves trails like other AI weapons. The max damage value on them dropped by 100 points though so a MA attack hit and weapon hit damage can be significantly different. No fast attack anymore either. I'd have to play with them more to get an idea of if I like them or not as usable weapons at lvl 200 though. Mind you pairing one of those with a QL 300 Kyr'Ozch Nunchacko - Type 48 (which are also new) might not be bad.


    Quote Originally Posted by Oliveerz View Post
    oh.. possible any of you could show me the new stats of them? thanks in advance!
    Which ones? There's sixteen of them and I don't really feel like copy pasting that over for all of them. There is a patch rip out you could look at and I wouldn't be too surprised if they go through more changes before going to live. I have a feeling this patch could be on test for a while (as in weeks) so no need to get too anxious just yet.

  6. #6
    They're adding normal Kyr'Ozch MA weapons? Nice.
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  7. #7
    Quote Originally Posted by Ayria View Post
    They're adding normal Kyr'Ozch MA weapons? Nice.
    Yep, and a new type of weapon bio mat (48) that adds brawl and dimach. QL 300 Kyr'Ozch Nunchacko - Type 48 are kinda gimp compare to a Shen Stick but like other AI weapons they at least have no lvl locks. No "MA for combined attack" value listed for the Kyr'Ozch Nunchackos, wonder if that's an error or not.


    Code:
    Special Edition Kyr'Ozch Nunchacko
    NODROP 
    Quality level: SPECIAL
    Requirements:
    Wield:
       Martial Arts from 700
       Brawling from 400
       Dimach from 150
       Martial Artist  or  Shade
    
    Damage: 233-266(299)
    Speed:
       Attack 1.50s
       Recharge 1.50s
    Equip delay: 2.00s
    Initiative: Physical Prowess and Martial Arts Initiative
    Location: RightHand LeftHand 
    Range: 5m
    Dual wield: Mult. Melee 400
    MA for combined attack: Martial Arts 900
    Max beneficial skill: 1500
    Attack skills: Martial Arts 100% 
    Defence skills: Evade-ClsC 100% 
    Damage type: Energy AC
    
    
    
    
    
    Kyr'Ozch Nunchacko - Type 48
    Quality level: 300
    Requirements:
    Wield:
       Must have expansionset: Alien Invasion
       Martial Arts from 2001
       Brawling from 1201
       Dimach from 401
    
    Damage: 290-340(340)
    Speed:
       Attack 1.50s
       Recharge 1.50s
    Equip delay: 2.00s
    Initiative: Physical Prowess and Martial Arts Initiative
    Location: RightHand LeftHand 
    Range: 5m
    Dual wield: Mult. Melee 1500
    Max beneficial skill: 2400
    Attack skills: Martial Arts 100% 
    Defence skills: Evade-ClsC 100% 
    Damage type: Energy AC
    
    
    
    
    Dreadloch Shen Sticks
    NODROP 
    Quality level: SPECIAL
    Requirements:
    Wield:
       Must have expansionset: Lost Eden
       Level from 210
       Martial Arts from 2101
       Brawling from 1301
       Dimach from 651
    
    Damage: 310-490(500)
    Speed:
       Attack 1.50s
       Recharge 1.50s
    Equip delay: 2.00s
    Initiative: Physical Prowess and Martial Arts Initiative
    Location: RightHand LeftHand 
    Range: 2m
    Dual wield: Mult. Melee 1550
    MA for combined attack: Martial Arts 900
    Max beneficial skill: 2600
    Attack skills: Martial Arts 100% 
    Defence skills: Evade-ClsC 100% 
    Modifier:
       Max Health 250
    Damage type: Energy AC

  8. #8
    That kinda bites. Why wouldn't the normal ones get combined MA? I hope it's an error/oversight too.
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  9. #9

  10. #10
    They upped MBS from 1200 to 1500. Slightly better, but still under the AR of most professions in that level range.

    They added FA to the SMG (with same cycle as ofab hawk). Should probably change the cycle to be somewhere between hawk and xan.
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  11. #11
    Wait, what happened to Fast Attack?

    Also:

    Range: 5m

    Yowza... that's a longer range than the Sword O.o

    Also - a Kyr'Ozch MA weapon could be really awesome for my 150 Shade, who's been looking for good MA weapons to wield besides the upgraded Tanto and the Compressed Blade. Will have to see how the weapon scales and what the damage will be (since his MA is definitely low) but should be pretty interesting.
    Last edited by Saetos; Nov 7th, 2010 at 09:10:53.
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  12. #12
    Quote Originally Posted by Saetos View Post
    Wait, what happened to Fast Attack?
    Went bye-bye.

    Quote Originally Posted by Saetos View Post
    Also:

    Range: 5m

    Yowza... that's a longer range than the Sword O.o
    Actually all the S7 melee weapons have a 5m range. They likely just copied the new standard AI one from the S7 one.

  13. #13
    Any idea what the assault rifle is like now?

  14. #14
    Quote Originally Posted by Oliveerz View Post
    oh.. possible any of you could show me the new stats of them? thanks in advance!
    Quote Originally Posted by Noobius76 View Post
    Any idea what the assault rifle is like now?
    http://forums.anarchyonline.com/show...54#post5887154
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  15. #15
    That new SMG looks interesting.

    But what happened to the KMP?

  16. #16
    Anyone know if these will come in a special ql (150) only or if they are available at any ql?

    If it's 150 only they are really underwhelming imo. Too poor to use @ tl5 and jokes at tl6 as far as I can see.

  17. #17
    Please, Say NO to prof lock, and put decent reqs on them ...

    Why does AO change one of the main mechanism that makes it different from other MMO ?

    Up to now, weapons were generaly not prof locked, but had reqs that demanded that you either were a "predilection" prof with toolset allowing to meet the reqs, or that you twink / sacrifice stuff to equip them if you were not a "predilection" prof for those weapons.

    Now, a level 151 that has more or less put IP in the skills needed for the weapon can equip those with ZERO equipement, and without bothering to buff...
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  18. #18
    Seriously, why do they still have profession locks and silly, low, equipment reqs?
    Renowned jester of the double AS Tigress

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  19. #19
    Quote Originally Posted by Noobius76 View Post
    Anyone know if these will come in a special ql (150) only or if they are available at any ql?

    If it's 150 only they are really underwhelming imo. Too poor to use @ tl5 and jokes at tl6 as far as I can see.
    They only drop at one QL, they still have prof locks, they're still nodrop and they still have stupidly low equip reqs.

  20. #20
    Quote Originally Posted by -Klod- View Post
    Seriously, why do they still have profession locks and silly, low, equipment reqs?
    Because if they hadn't, they would only be usable by a few professions and FC would have to add something else to the rest of us. And just imagine how the soldiers and advies would bitch and moan if some professions got new nanos while they "only" got new weapons. Recent policy seems to be that it's better to give everyone the same, regardless of what the different professions actually need.
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