Unique 2 handed Sword: Masamune
Grants lvl 30 cleave and cannot use aoe attacks sort of denie one another.
Also disabling an attack until another one is used is very problematic in a game like PoE where usually a single skill is pushed to the limits both with gear and passive tree dedication. the line "100% increased damage to the first enemy hit by your attacks" is problematic. It would mean this blade can deal 100% increased damage a single time in its creation time, since there is no refresh rule. I also don't know if the game can actually tell what unit you hit first, not sure there is data send like that to the servers. My rework -> "Masamune" -175-220% ipd - +6 to weapon range - 1% more melee damage per 100 accuracy (50 is extremely low imo) - "Vulture strike" (expends a frenzy charge to deal 50% increase physical damage) - Upon using Vulture strike the attack gains lvl 30 melee splash - gains a frenzy charge on kill - 20% reduced attack speed - drains 2% of life Basically you get a situation where you first have to kill a unit for a frenzy charge before you can deal an AOE attack. This orients it heavily towards single target skills, since AOE innate skills are not supported by melee splash. The drain is added to limit the abuse interaction of this version with blood rage, which would allow double frenzy charges gain per single kill. However, if dedicated to the concept it is still allowed, just requires a solid regen oriented investment. The drain also reflects the "concentration" required to handle this sword. Peace, -Boem- edit : typo edit 2 : lowered vulture strikes %ipd value, it's easily abusable if it reaches to high value's. If it is not "that" high, the reward is acceptable yet doesn't provoke abuse builds. (reward/efficiency ratio is lower) Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Jun 21, 2015, 6:07:49 PM
| |
If it's a katana (or a sword of similar manufacturing) you want, the +6 range should instead be -2 range because those types of swords are always shorter than other swords of equal weight.
Furthermore, you should add another effect on that sword "60% chance to break if you strike an armored enemy" cos those types of swords are pretty much crap. Last edited by Idioticus#7813 on Jun 22, 2015, 5:20:35 AM
|
|
@Jonmcdonald: This way the Cleave wouldn't be able to be linked with other gems.
AOE-Skillgem disabling would also disable auras, I think what you actually want would be: Cannot use AoE attack gems. since you probably only want AoE attacks to be unusable (except for the cleave which isn't available through a gem). " Looks like someone hasn't read the post. :P Second: your idea is a completly different one with to many changes to that one, maybe open a new thread. Besides: drains 2% life, ROFL for everyone with CI. @Idioticus: trollattempt? |
|
" Granting cleave on the sword while disabling AOE is a fallacy to its design intent. your basically saying "don't use AOE, but here have this totally AOE oriented melee skill instead" and draining 2% of 1 life is indeed "rofl" for CI, because it doesn't effect them. The design i applied doesn't denie AOE to the user, but it provokes high single target orientation to gain the AOE buff. So it rewards high single focus, while it doesn't reward high aoe focus. Positive reinforcements for the intent of the sword. Also it was just a thought while reading this thread, don't read to much into it since like most of these threads the creator hasn't purchased a pack to create a unique, it's just a mental exercise without a result. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
| |
" By all means, go and do a little research on swords. The method which the Japanese used in making katanas was mastered in europe over a thousand years prior and they, unlike the Japs, could make thin and flexible swords using that method. If you're interested in pattern welding: http://www.paul-binns-swords.co.uk/Pattern_welding.htm I dislike katanas so very much because it's a shitty sword and everybody seems to think they're anything but a crappy short two-handed slashing sword. |
|
" That's not the reason why I thought you might be trolling. But PoE isn't about realism so... |
|
" I dislike the idea because unless he's making it as a joke, similar as if he named the unique "shortest kitchen knife" with +6 weapon range, the choice for the weapon to be a katana is counter-intuitive. I am sick of having katanas in game where they're lighter, longer, more durable and whatnot than proper swords. |
|
He wants the sword to be highly single-target focused and the +6 range is there just to make doing that a less painful prospect to play in an isometric ARPG. This is game isn't a sword simulator.
His intent is to have the player pick out one target at a time using an AOE skill and reward them for hitting their pick instead of a bunch of secondary targets. I applaud the mechanical conceit if nothing else. That's more interesting to play than right-clicking a target. You know, the Masamune is basically a magic sword. Durandal and Excalibur and the like. You can let him have this for the sake of artistic license. Last edited by DeviantLightning#7374 on Jun 22, 2015, 2:05:00 PM
|
|
" If you had read the thread fully, though I think you might have but made this point about my choice of image regardless, you would find that half of the inspiration for the idea originates from the sword featured in Chrono Trigger, which is certainly not a katana. The image is chosen in reference to the inspiration of Sephiroth's overly long sword, hence the attack range also (though this is mostly, like DeviantLightning's post states, because it makes the whole idea of hitting single targets work better). If Sephiroth's sword had not been shaped like a katana, then this one would also not be shaped like a katana. The idea does not rely on the sword being a katana, it relies on being expertly crafted and likewise requiring expertise to wield. Whether it looks the part is a matter of taste, and I get the feeling your transgressions against the weapon in real life has made your judgement on this idea obscured. @Others I have thought quite a bit about this today, and have gone through another stage of remaking. Talking to a friend about this idea, he said that "The problem with slow weapons in action RPGs is that when you only just don't kill something you have to spend your whole attack animation just to do a little bit more damage. It's just not fun." I totally agree. This way of thinking is along the same line as Boem's Vulture Strike idea, where finishing off an enemy lets you deal more damage. The two ideas might seem unrelated but they both address a problem with the item. I think I have come up with a compromise that integrates it into the item rather than remaking the item around it. I have removed the restriction on AoE gems. However, AoE attacks will still be limited due to the change to the attack repeat limit affix. Here it is; Version 3.0: Explanations: The weapon range is still there, as is the accuracy based damage scaling and so is the Cleave (with clarifications regarding support gems). I have however added the idea of "Nothing is wasted." Using a strong single target attack to finish a target off makes it very rewarding to then use Cleave. By overkill I mean: Percentage of excess damage compared to maximum health of the target. So if the target had 1000 HP and the attack did 800 more damage than was necessary, that would be an 80% overkill. Because of this new affix, the AoE gem restriction is gone, but you must still have a single target attack (which could just be your basic attack if needed) to be able to reactivate other attacks. Boem is also right about the 'first enemy hit' thing. That's too complicated, and it probably wouldn't work with the game, considering desync and the plethora of other issues. So I have removed it. I am much happier with this version of the item than the others. It has fewer restrictions and is easier to understand (I think), which gives it more potential. While I did like the mechanics of previous versions, this one is more functional in general and should hopefully resolve some problems other people have had with it. EDIT: Grammar and Typos Last edited by Lavablade#2117 on Jun 22, 2015, 4:16:35 PM
|
|
I like it :)
Ugh effort
|
|