Pikeman Archive
Thread: attachment dmg mods fixed?
Page 1 of 1
Echko
Fri Apr 30, 2004 7:49 am
#1
I got into an argument on my servers trade forums when I pointed out that attachments with polearm + damage mods don't work. Someone was claiming that they worked for him just fine, that he'd tested them, etc, blah blah. Now, my initial assumption was that he had to be wrong, hadn't tested well, etc.. but then I started wondering if they had been fixed and I just missed it? Thanks for any info )
Daros
Fri Apr 30, 2004 8:06 am
#2
His eyes are brown...
Any attachment that affects a skill no longer in game (Polearm Evasion,One-Handed Counterattack, Polearm Damage, etc) does NOT work.
Echko
Sat May 01, 2004 8:04 pm
#3
Ouch, 2 mil is quite a sting. I spent a bunch too before learning that the only functioning pike mods are Polearm Speed, Polearm Accuracy, and Evasion (but Im told not 'Polearm Evasion'). I'm pretty sure this will not be fixed any time in the near future, if ever. There is so much on the devs plate at this point that rewriting the programming for this so that tapes that add to a nonexistant skill actually work, must be very low on their priorities. A shame there are so many old problems that get passed over and then forgotten in favor of creating some shiny new feature.
actenigma
Sun May 02, 2004 12:05 am
#4
Good thing I paid 2mil for my +10 polearm damage AA.....
Any idea if they're gonna fix that so they work again? It shows up on my skills mods but i've never noticed any difference.
TurboSith
Sun May 02, 2004 5:45 am
#5
dont forget block works too.. and it was my understanding teh dmg does work... it adds the bonus and i notice the increase../shrug
Echko
Sun May 02, 2004 2:13 pm
#6
http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=19180&page=3
This is from Antares detailed testing of dmg mods. First off, he's a very reliable source, secondly, he was useing mods that added up to +24, so there would be a very noticeable difference if they worked at all. I have seen a few other people claim they see a difference with dmg mods on, but on this one I'm going to have to say Antares is right, and that the others were just sampling from too small a pool of hits to be accurate, so their results were misleading.
Daros
Sun May 02, 2004 4:35 pm
#7
It's been confirmed by the devs already that attachments related to a skill no longer in game do not work. Dunno why there's debate here...
Jabberwhacky
Sun May 02, 2004 5:58 pm
#8
Well, how do you figure the skill doesn't exist? When I equip my bracer with damage on it, I can look at my SKILL set and see "2 Hand Damage 0 / +1". That tells me that the sill does in fact exist, I just don't have any skill in it. Isn't this exactly what happens when you equip a terrain negotiation item without having Novice scout?
OutbackWookiee
Sun May 02, 2004 8:49 pm
#9
Jabberwhacky wrote:
Well, how do you figure the skill doesn't exist? When I equip my bracer with damage on it, I can look at my SKILL set and see "2 Hand Damage 0 / +1". That tells me that the sill does in fact exist, I just don't have any skill in it. Isn't this exactly what happens when you equip a terrain negotiation item without having Novice scout?
The difference is that terrain negotiation is an actual usable skill in the game. You just don't have any skill at it. Polearm and 1 hand/2 had sword damageare not actual skills in the game. Which means they do nothing.
Jabberwhacky
Mon May 03, 2004 12:08 am
#10
I did a bit of testing with a 2-H melee Damage 1 attachment. I used to kill lairs by hitting Berserk and letting my guy beat it to death, and using whatever sword I had, the max damage with attachment was 555. This was definately the max; I had been doing this for at least a day or two and hit multiple 555, 554, and 553, but nothing higher. After taking off the attachment, the highest I could hit was 552. I didn't test this as long (it got kinda boring) but I might try again, now thatI have Berserk 2 and could do something else while my dude gathers some data.
Page 1 of 1