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Subject: "Yet Another Mek-Brained Notion: Enhanced Damage" Previous topic | Next topic
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Top General Discussions Gameplay Topic #16754
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MekantosTue 27-Feb-07 06:01 PM
Member since 06th Dec 2003
796 posts
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#16754, "Yet Another Mek-Brained Notion: Enhanced Damage"


          

I read this thingamajig on the New Player Q&A board and it got me thinking; does it make sense for giant's to have 100% enhanced damage right out of the gate?

My Argument:

The strength of a giant obviously should help enhanced damage, but I always figured that some aspect of the skill involved...well...skill! A veteran warrior knows where to hit and when to flex his muscles just right to get the best result...a rookie giant might have the muscle part down, but he does not have the skill yet to make him a master of it.

My Proposition (Nep, don't get all excited :p):

As I'm a pro-sliding-scale kinda guy, how about making enhanced damage have a sliding scale, starting at 75%, which is based on strength. This scale would increase sharply for 24+ str characters. The end result would be that no one is able to get 100% enhanced damage to start with (thinking 90% for fire/cloud giants), but most would get a little boost. Orrrrrr you could just make it stay at 75% for str < 24, and then tack on 10% for a strength of 24 and an additional 5% for a strength of 25.

Any takers?

  

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TacTue 27-Feb-07 06:48 PM
Member since 15th Nov 2005
2051 posts
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#16756, "Why bother?"
In response to Reply #0


          

It is a skill that perfects itself early anyway.

  

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MekantosTue 27-Feb-07 07:26 PM
Member since 06th Dec 2003
796 posts
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#16757, "RE: Why bother?"
In response to Reply #1


          

The whole idea is to make giants less of a complete no-brainer at the low ranks. Sure it'll perfect itself quick, but this way it'd be just a wee bit better, I think. No big deal, really.

  

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