Unique 2 handed Sword: Masamune

Btw, as far as I know, gem level is capped to 30.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
a Masamune is a Katana, so I think the more suitable base weapon is the Maraketh Curved Blade.

however, the Reflect penalty is too much and would simply force people into Resolute Technique.
people may argue Resolute Technique fits the theme of a Katana perfectly, but I actually think high accuracy and critical hits derived from expertise, fit better.

therefore I propose making it the absolute slowest weapon in the game at ~0.8 APS, but at the same time have the Curved Blade's awesome Crit Multiplier implicit, AND have both crit chance and crit multi explicits which scale with Dexterity.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
"
johnKeys wrote:
a Masamune is a Katana, so I think the more suitable base weapon is the Maraketh Curved Blade.

however, the Reflect penalty is too much and would simply force people into Resolute Technique.
people may argue Resolute Technique fits the theme of a Katana perfectly, but I actually think high accuracy and critical hits derived from expertise, fit better.

therefore I propose making it the absolute slowest weapon in the game at ~0.8 APS, but at the same time have the Curved Blade's awesome Crit Multiplier implicit, AND have both crit chance and crit multi explicits which scale with Dexterity.


Could you explain further?

What I'm understanding is that you think

-The base item should be changed to Curved Sword.
-Reduce attack speed initially instead of per repeated attack.
-The reflect on miss affix should be removed.
-Have % increased crit chance/crit multiplier per dexterity instead of more damage per accuracy.


I do think a Curved Sword would fit the idea, but I did not choose it due to the risk of critting oneself with the reflect, in which case it wouldn't be nice. Increased Accuracy fit better as an implicit in my view.

I think the weapon shouldn't be fast, but the main reason for the affix working the it does is to discourage the use of multistrike, which doesn't fit the theme or function of the item. In the first way, because it is reckless and inelegant. In the second way, because it could lead to having multiple "primary targets" within one use of an attack.

The item should require great skill to use properly. The two ways of doing this would be to put a massive increased dexterity requirement on the item, or make it require high accuracy (and probably dexterity in accordance) to use effectively.

Overall, I think your version could work, but I do not think the sword should be based on critical strikes, it should be based on hitting reliably and skillfully. Resolute Technique is advised, though not required when you have enough Accuracy. With enough evasion, one could evade the reflect from missing, anyway; If the player has high dexterity, it will not be a problem.

My original idea fits the idea of a sword that delivers calculated, reliable, and skillful strikes, while your idea would result in a sword that would be hit and miss in its effectiveness (not to say it would not be a good weapon on average). The difference is enough for me to say that your suggestion does not fit the idea of the Masamune. Perhaps Muramasa would make sense to be based on Critical Strikes, with consideration of the legend previously mentioned in this thread.

EDIT: Fixed Typo
Last edited by Lavablade#2117 on Jun 21, 2015, 3:19:27 PM
the repetition thing makes a lot of sense actually.
I'd even go as far as to put a "cannot be used with Multistrike" modifier instead of "can only target a single enemy" and the repetition, while keeping the low APS - so the legendary Masamuna becomes the slow, high-skill and extremely accurate weapon you and I both think it should be.
especially with that increased damage per accuracy, which fits the theme perfectly - even if it isn't crit.

Melee Splash is something I'm not really comfortable with, though.
a Katana can already be used with one AoE skill which fits its theme: Cleave. especially with that weapon range, which would make it absolutely epic.
the rest of its attacks should be purely single-target. high damage. high accuracy. one strike. one enemy.

and yes, please lose the Reflect.
not only is Reflect my single most hated mechanic in just about any game ever, it also doesn't fit here.
the Samurai doesn't commit Seppuku when he misses with a sword swing.
at worst, he remains vulnerable for a split-second before the next strike - which is achieved by the low APS here.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Jun 21, 2015, 3:45:53 PM
~ Active skills have a 0.7 second cooldown
~ Cannot be used with multistrike

....Maaaaybbeeee?
Ugh effort
^ Would be unplayable.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
"
Panini_aux_olives wrote:
^ Would be unplayable.


Naww, can always use more than one skill ;)
Ugh effort
There is already an unique that sets a variable state to a fixed value, Veil of the Night.

So maybe give a modifier to a fixed value for attack speed, like
always do 0,85 attacks per second when using an attack.


This my revised version (2.0, if you will). I totally agree on Cleave, so I have integrated into the item itself. This also allows me to sneakily disable other AoE skills by specifying "gems." Since Cleave will not be granted by a gem, it will not be disabled.

I think I solved the multistrike problem pretty well. It also prevents spamming super-Cleave, since it must be interspersed with other attacks. The affix isn't totally descriptive, but it should work like this:

Activate the attack
The animation finishes
The skill is now considered used and will be disabled until a different attack is used.

w/Multistike

Activate the attack
The animation finishes
The skill is now considered used and will be disabled until a different attack is used.
Multistrike starts.
Attack cannot repeat because it is disabled.
"
SuperMotte wrote:
There is already an unique that sets a variable state to a fixed value, Veil of the Night.

So maybe give a modifier to a fixed value for attack speed, like
always do 0,85 attacks per second when using an attack.


I don't like that implementation. The weapon should be slow and heavy but it should not be trapped in some kind of temporal prison that prevents it from exceeding a maximum velocity.

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