RE: Any plans to make other items that grant extra skil...,
Valguarnera,
01-Apr-04 02:51 AM, #2
Thats what I meant...,
Vladamir,
01-Apr-04 03:32 AM, #3
same argument applies,
incognito,
01-Apr-04 04:08 AM, #4
RE: Any plans to make other items that grant extra skil...,
Evil Genius (Anonymous),
01-Apr-04 06:20 AM, #5
did ap's ever get that 5%?,
incognito,
01-Apr-04 06:41 AM, #6
They never did.,
Valguarnera,
01-Apr-04 12:40 PM, #7
RE: They never did.,
NNNick,
01-Apr-04 01:00 PM, #9
I would think improving makes sense on none-automatic s...,
NNNick,
01-Apr-04 12:53 PM, #8
RE: Any plans to make other items that grant extra skil...,
ORB,
01-Apr-04 02:49 AM, #1
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incognito | Thu 01-Apr-04 04:08 AM |
Member since 04th Mar 2003
4495 posts
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#4251, "same argument applies"
In response to Reply #3
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You could still have paladins with 100% trance, which is quite different from a paladin with 10% trance, which is what the some items currently give.
I imagine that whether or not they give the ability to improve depends on the skill in question. e.g. being able to improve in dark-vision would not be as overpowered as being able to improve in trance.
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#4252, "RE: Any plans to make other items that grant extra skil..."
In response to Reply #2
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>I definitely don't see us putting a skill like Trance >on in that fashion, no. I really don't need to see paladins >with Trance, etc. The exotic skills were chosen >because they're only useful while wielding those kind of >weapons. > >There are tons of items that grant bonuses to skills you >already have when worn, however. I routinely wedge them into >older areas, and pester area writers to create that sort of >thing.
Has there been a change in this set-up where you no longer get the bonus to the skill if you did not already have it? Ie anti-paladins no longer get the 5% spellcraft bonus from a certain item?
(curious also because another item no longer gives its weapon poison %)
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incognito | Thu 01-Apr-04 06:41 AM |
Member since 04th Mar 2003
4495 posts
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#4253, "did ap's ever get that 5%?"
In response to Reply #5
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I found the item really early on and used it with Sossaphrin. I got the echo but I don't think I got the 5%, even back them. Could be wrong though.
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NNNick | Thu 01-Apr-04 01:00 PM |
Member since 04th Mar 2003
94 posts
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#4263, "RE: They never did."
In response to Reply #7
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Oh well.
Class(or whatever) restrictions on bonus skills are fine.
But in general: Should not it be made obvious... Do you gain bonus or something prevents you from that?
But I believe I like idea of bonus skills you've implemented. It made game a lot more interesting. GOOD job, guys!!!
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NNNick | Thu 01-Apr-04 12:51 PM |
Member since 04th Mar 2003
94 posts
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#4262, "I would think improving makes sense on none-automatic s..."
In response to Reply #2
Edited on Thu 01-Apr-04 12:53 PM
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I would think if you using something repeatedly - you are bound to improve eventually. Of cause - it should not apply to all item given skills (it might be too powerful for certain skills). But more as a general rule.
It annoys me from time to time I keep getting bunch 'lost concentrations' on 'purge poison/decease' and can never learn how to use these fricking periapts.
Bonus idea1 (kinda opposite to what I was saying): Use of 'exotic weapons' should be a skill (given on 25th rank perhaps). Not automatic level*3 proficiency. This never made sense to me.
Bonus idea2: How about giving 'wands' skill to enigma warriors and give them chance improve it. At lower learning rate then mages would. And 'offensive use only' restriction stays.
My 0.02$
-=NNNick=-
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ORB | Thu 01-Apr-04 02:49 AM |
Member since 04th Mar 2003
993 posts
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#4246, "RE: Any plans to make other items that grant extra skil..."
In response to Reply #0
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Overpowered. That which does not kill us, makes us stronger.
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