Difference between revisions of "User talk:Severian"

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(a note on weaponsmithing)
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Summary of Changes:
 
Summary of Changes:
  
13/03/10:
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16/03/10:
- Changed the Miscellaneous Skills to mimick changes made to the Class Skills page.
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- Yet another question (YAQ), or rather, a note on weaponsmithing added.  
- Added questions Q5 and Q6 (below).
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12/03/10:
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- Changed the Class Skills page as discussed.
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- Added several categories to my talk page for a plan and (more) descriptive log of changes I have or intend to make.
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Fix the Combat page:
 
Fix the Combat page:
* Rename and re-write the section on "Special Moves" (to "Special Rage Attacks" - as referenced in the class skills page) ... I WILL DO THIS NEXT - SOME TIME TODAY ...
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* Rename and re-write the section on "Special Moves" (to "Special Rage Attacks" - as referenced in the class skills page)
 
* Remove material on skill specific special moves, that info will be on the skills pages along with the relevent skills. Instead, there will be links to this info on the combat page.
 
* Remove material on skill specific special moves, that info will be on the skills pages along with the relevent skills. Instead, there will be links to this info on the combat page.
 
* Remove info on "abilities" (including passive ones like dodge) to the Miscellaneous Skills (and abilities) page. And again, add the links.
 
* Remove info on "abilities" (including passive ones like dodge) to the Miscellaneous Skills (and abilities) page. And again, add the links.
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Questions:
 
Questions:
  
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* For weaponsmithing, the following currently applies:
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** to get 80-82, weapons required: gold +4/+5, copper/silver +4/+5, venomous +3/+4/+5
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** for 82-84: gold +5, copper/silver +4/+5, venomous +3/+4/+5
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** for 84-87: gold +5, copper/silver +4/+5, venomous +4/+5
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** for 87-90: gold +5, copper/silver +5, venomous +4/+5
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** for 90-92: copper/silver +5, venomous +4/+5
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** for 92-95: copper/silver +5, venomous +5
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** for 95-100: venomous +5
  
'''(5) Do priests have the same armour benefits that fighters do? If not, do they have any armour benefits at all?'''<br>
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As you can see, the material requirements to GM this skill are extremely difficult to obtain. Not only are many magical weapons required, but they must also be tinted. Isn't this a tad too difficult?
priests can benefit from medium and heavy armour<br>
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if you open weapons.txt in excel, the classes column shows the classes that can benefit from this armour
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'''(6) Fighters and Priests have no movement penalties when wearing light and medium armour What of rogues?'''<br>
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they don't get movement penalty from light but med+ will slow them down. f & p aren't slowed by medium.
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'''And are the heavy armour penalties the same for all classes? ''' <br>
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h-orcs are not slowed by heavy.
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'''Do individual pieces of each category count uniformly to the overall movement penalty or is the movement penalty weighted by for example the weight of the particular item?'''<br>
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gee I dunno ! not worth documenting
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'''(7) Can each character only fish up ONE pair of dragonscale boots? How come? And can one character only get one adamantium fishing rod drop?'''<br>
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yes 1 per char since they are so good and its easy to get them now and I dont want 500 pairs of ds boots on merchs. addy fish pole drop is just rare. '1 pair of boots each' does not need to go in manual
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'''(8) Are all the tint bonuses as listed on the [[Item_Materials]] page accurate (and in particular the bonuses for copper items)?'''<br>
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copper has some minor errors - I will fix it myself and will chk the others
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'''(9) What exactly raises tactics? Currently, the [[Class_Skills]] page says that tactics "...increases when attacking with any fighter weapon or while Unarmed". Is that complete and accurate?'''<br>
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yes this is perfectly accurate
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'''(10) Can you still make gold nuggets using gold as the manual suggests?'''<br>
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I urge you to allow plain +6 (and perhaps even +7) weapons to be craftable (and deconstructable) to ease the difficulty.
nope! this is wrong
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Revision as of 20:20, 16 March 2010

Summary of Changes:

16/03/10: - Yet another question (YAQ), or rather, a note on weaponsmithing added.


To Do List:

Add movement penalties (by class) to the Class Skills page.

  • i.e., which classes get (or don't get) which movement penalties for which armour types.
  • May also need to add information on movement penalties somewhere specific ...

Fix the Combat page:

  • Rename and re-write the section on "Special Moves" (to "Special Rage Attacks" - as referenced in the class skills page)
  • Remove material on skill specific special moves, that info will be on the skills pages along with the relevent skills. Instead, there will be links to this info on the combat page.
  • Remove info on "abilities" (including passive ones like dodge) to the Miscellaneous Skills (and abilities) page. And again, add the links.
  • Focus on discussions about combat ... not on what skills and abilities are available, but how those skills and abilities are used (or can be used).

Fix the Items page:

  • Modify the info on armour types and weapon types and remove all specific information there pertaining to what is already in the class skills and (soon) the misc skills pages.


Questions:

  • For weaponsmithing, the following currently applies:
    • to get 80-82, weapons required: gold +4/+5, copper/silver +4/+5, venomous +3/+4/+5
    • for 82-84: gold +5, copper/silver +4/+5, venomous +3/+4/+5
    • for 84-87: gold +5, copper/silver +4/+5, venomous +4/+5
    • for 87-90: gold +5, copper/silver +5, venomous +4/+5
    • for 90-92: copper/silver +5, venomous +4/+5
    • for 92-95: copper/silver +5, venomous +5
    • for 95-100: venomous +5

As you can see, the material requirements to GM this skill are extremely difficult to obtain. Not only are many magical weapons required, but they must also be tinted. Isn't this a tad too difficult?

I urge you to allow plain +6 (and perhaps even +7) weapons to be craftable (and deconstructable) to ease the difficulty.