Swordsman Archive

Thread: 2-h damage mod

Zarqon
Mon Apr 05, 2004 9:07 am
#1

I heard some say that the 1-h damage mod on skill tapes is broken, so my question is: Is the 2-h damage mod also broken or?




--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

Jica
Mon Apr 05, 2004 10:40 am
#2

I don't know if it actually works. I suppose it does, but it's hard to tell a difference with my +14 tape lol. You can tell a difference in TKA dmg with the +70 bonuses, but this is a bit low compared.







AcidRaineV
Mon Apr 05, 2004 10:42 am
#3

There is no "Two-Handed Damage" skill mod under ctrl+S, but there's an "Unarmed Damage" skill mod, so I would say No.




hRainh
hCommander of KoNHh

Zarqon
Mon Apr 05, 2004 11:18 am
#4

A bit updated info, I found a simple +3 2-h damage mod and tried. It now adds the line "two-handed damage 0/+3" to my skill mods when I'm wearing it. Does this indicate that it works? I mean +3 is a bit to low to test heh, just wanted to know if you've heard anything before I start gathering more such tapes.




--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

AcidRaineV
Mon Apr 05, 2004 2:04 pm
#5

You have a good point on the bleed shirt, but back in beta there was also two-handed damage, one-handed damage, and polearm damage skill mods. These were removed though, which leads me to believe that the skill tapes stayed in the loot table after they took the skill out.




hRainh
hCommander of KoNHh

Drocyc
Tue Apr 06, 2004 12:17 am
#6


AcidRaineV wrote:
There is no "Two-Handed Damage" skill mod under ctrl+S, but there's an "Unarmed Damage" skill mod, so I would say No.




while you have a valid point, this alone doesnt mean that the mod is broken, my main reason behind this is that whenever you wear a piece of clothing with bleed def tissues in it you get a + to combat bleed def even though you didnt before, so even if you dont have the skill show up on my skill mods doesnt mean that it wont work



Drocyc
(gggggggggggggggxnnnnnnnwnnnnnnnxggggggggggggggg)
60% Of The Time, I Win Everytime!
Numen
Tue Apr 06, 2004 12:23 am
#7

The clear answer is noone really knows. Unarmed is easy to test because the dmg range is so small and you can hit without a weapon.


The dmg mod should add to the min and max dmgs before any specials and armor rating. So a 10-20 dmg weapon becomes 13-23 with the mod. If you can get enough tapes and then take the worst possible weapon and take a good sample of them, you could probably come up with a no or yes answer. +3 would be a tough call, and would depend a lot on the weapon you have. I don't know if a 10-20 is possible. I would say you have to increase the dmg at least 5% and preferrably 10% to make sure it isn't just the randomness of the dmg.



Amandil Morier - Tempest - Master Chef
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