Swordsman Archive

Thread: What is the best melee weapon kit for Swordsmen?

Propolis
Thu Dec 18, 2003 9:23 pm
#1

I am trying to determine which stats each of the melee professions love most in "Melee weapon kits" so I can build good ones for my vendor. From making a few dozen last night and reading on the artisian board, I have come toseveral conclusions.


First off, a question. Do melee weapons even have a "Point Blank", "Ideal", and "Max Range" like ranged weapons do? I hope not, but then why am I able to make melee buffs that boost these?


Melee weapon kits have possible Major buffs (which reach up to 33%) and minor buffs (which can reach 16%).


Major Buffs - There is only one of these on a single kit
1 - Health Cost
2 - Action Cost (it is called "Pup wpn attack cost action")
3 - Mind Cost
4- Ideal Range (what does this do for a melee weapon?)
5 - Point Blank Attack Mod
6 - Ideal Range Attack Mod
7 - Max Range Attack Mod


Minor Buffs - There is usually only one, but can be as many as three of these on a single kit, one is 16%, the other two canrange from 3-10%.
A - Minimum Damage
B- Maximum Damage
C- Weapon Speed
D- Wound Chance
E- Ideal Range Attack Mod
F- Max Range Attack Mod
G- Point Blank Attack Mod (might not be possible as a minor buff)


When you use a weapon special, what pool does it draw from?


Could some of youswordsmen please rank these in order of preference, only ranking the one's you'd like? Something like (I am going to pretend you use action since I don't know) - 2,6,4 and B, E


Thank you, Propolis.




Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
crescentwindx
Thu Dec 18, 2003 10:28 pm
#2

Attack mods are kinda useless on powerups, honestly. The accuracy of a power hammer isn't at all bad at Master, and before that, the cleaver/2hand curved isn't that inaccurate either.

In terms of HAM costs, it depends on your weapon. Power Hammers draw heavily from Health but leave Action/Mind relativley untouched. Two-Hand Curved Swords burn action, but don't really harm the others. The Cleaver is a bit of both, from health and action.

So, here's my listing, as a master brawler/master swordsman

[b]Major Buffs[/b] (in order of importance):
1.) Health Cost
2.) Action Cost
3.) Mind Cost

Ideal Range, Point Blank, and Max Range Attack mods I find rather useless, so I'm not including them

[b]Minor Buffs[/b] (again, order of importance):

1.) Maximum Damage
2.) Minimum Damage
3.) Weapon Speed

Does "Wound Chance" even [b]do[/b] anything aside from wounding your target? utterly useless, IMO. And again, I didn't include the range mods since I don't bother.

Now, because of the [b]insane[/b] raters of decay on weapons with powerups, and now that I use my damage-sliced Power Hammer for [b]everything[/b] that doesn't require my curved or cleaver, I don't really use powerups anymore. However, were I to buy some, for the Hammer I'd do health cost max/max damage min (heh), and for the 2-handed curved sword I'd switch health cost for action cost. The cleaver, I didn't really use when leveling, and I'm too much in love with my curved to swap it

This doesn't apply to any of the AXES, of course....*grumbles something about "swordsmen" only getting two "Sword" certifications, as opposed to THREE AXES.....*





Lasque Wavingrunner - Master Profession Switcher - Chilastra

...bears the Mark of the Addict
Propolis
Fri Dec 19, 2003 2:25 pm
#3

Thank you very much!



Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
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