Teras Kasi Archive
Thread: Why Unarmed Damage Mods Don't Work
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Vikey
Sun Sep 25, 2005 7:51 pm
#1
I noticed that the only damage mods in the game post cu are unarmed: do you suppose this is why they don't work with our weapons?
Should we have our accuracy adjusted?
LorinnaHellsing
Sun Sep 25, 2005 8:04 pm
#2
They only exist for unarmed because we are the only ones who actually getdamage attributes in our profession naturally. But Unarmed Damage only applies to your damage when you are complete bare-fisted. When you equip a knuckler of some sort it uses the min and max damage on that weapon instead of using your Unarmed Damage stat.
For those that would then ask why the Necrosis Nightblade gives an Unarmed Damage boost, I'd guess the specific person who created the weapon didn't understand how the system worked. Or they simply made a mistake and no one on the test team caught it, or when they did the Dev team decided not to take the time to fix it. This occurred with several other weapons such as the Poison Pike (correct name?) which has a VERY large range, or did until they nerfed it recently. Also the Fencer weapon that drops from Necrosis has a Master Swordsman requirement.
JoriQ
Mon Sep 26, 2005 2:50 pm
#3
Does everyone think this is the case just because the mods don't work?? I have tested unarmed mods with no weapon and have never seen an effect there either. I am under the impression they are broken entirely.
Mankind00
Mon Sep 26, 2005 4:20 pm
#5
As someone has said Unarmed Damage is a skill that only works while fighting unarmed.
At the moment the BE Clothes (& other SEAs) are still bugged, I've done tests with these & Burnout Sauce that prove it's not the mod that isn't working but the items themselves are not been taken in to consideration. I've brought up the issue a few times recently in the correspondent forums & will do so again very soon.
At the moment the BE Clothes (& other SEAs) are still bugged, I've done tests with these & Burnout Sauce that prove it's not the mod that isn't working but the items themselves are not been taken in to consideration. I've brought up the issue a few times recently in the correspondent forums & will do so again very soon.
JoriQ
Wed Sep 28, 2005 3:37 am
#6
Cool Mankind, that's what I thought. But IS it going to be changed so that fighting with a knuckler is considered unarmed?? Or is that what you meant?
Mankind00
Wed Sep 28, 2005 4:25 am
#7
It's intended to be how it is when it comes to stacking Damage & Weapons.
The idea behind it is so that we don't have to fight with a weapon & can be truly unarmed, it was a request made by many people pre-CU since it wasn't pratical pre-CU not to use a VK, since the AP1 added so much damage.
The idea behind it is so that we don't have to fight with a weapon & can be truly unarmed, it was a request made by many people pre-CU since it wasn't pratical pre-CU not to use a VK, since the AP1 added so much damage.
Klam
Wed Sep 28, 2005 6:35 am
#8
"The idea behind it is so that we don't have to fight with a weapon & can be truly unarmed, it was a request made by many people pre-CU since it wasn't pratical pre-CU not to use a VK, since the AP1 added so much damage."
A day i had another vision about TKA and Damage Output, for exple about Nekro Knukler we all know it add Damage Bonus and we all know TKM atm suffer about Damage Output. Maybe you would just add that old request too about some professions wearing or fighting with 2 Hands... You could take Nekro Blade in Main Hand as your main weapon damage and for sure Unarmed in off hand with the bonus from Nekro Knuk. TKM and maybe Pistoler need to fight with 2 Hands but that request is i know very old...
TKM
Main Hand: CL54+ Unarmed Weapon 100% Damage Output
Off Hand: Unarmed 25%to50% Damage Output
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