Junction and weapons (in General)
Also inspired a little by the 'HF' thread. ;)
Why doesn't Junction work with weapons? I feel it would add a lovely extra dimension.
Junction ammo and give that property to the HF.
Junction Ranged/Melee weapons and give ther specials (Life Drain, Armour Piercing, Stat Drain) to all Familiar Attacks.
Yes, the way specials on weapons work, you could just slap a base Morg on your Junction E and get the full 20% life Drain on your Familiar, but that's no different to actually using the weapon. The special doesn't depend on weapon NW...
Plus, this would lead to a choice betweem having your familiar appear behind your no weapon using E, or using a junctioned weapon and changing the minion order.
Maybe Junction could be changed to take all weapons into account, like adding a little + Damage, or + Hit, like all armour adds AC.
HF likely doesn't need a melee weapon, with the ELB doing 2x the damage of the BoNE at similar x, what does an archer need a melee weapon for anyway?
January 17 2007 11:06 AM EST
So he can hit avery round? Bow in melee still skips rounds, yes?
4 hits in ranged + hitting twice as hard as BoNE in melee...even if it is every other round, since everyone loses round 4 anyway, doesn't make much difference...
January 17 2007 12:09 PM EST
Do not forget the 60% dex loss in melee rounds an archer without a melee weapon incurs.
That can make the difference between hitting an opponents tank or not.
January 17 2007 3:53 PM EST
The 60% penalty to dex in melee for archers makes no sense. In reality or more realistically if someone had a bow or crossbow closer to you, they would more likely hit you than if they fired from a distance away. Is this penalty just to prevent people from using overpowered ELBs for the entire battle?
It does make sense, how easy do you think it would be to try loading your bow or crossbow while there is a guy hacking at you with a weapon?
January 17 2007 5:27 PM EST
Yes, Shooto, that was the original intent, and I am with Zoglog on this... Even elves of Middle Earth switch to melee weapons when the quarters get too close. *smile*
"Do not forget the 60% dex loss in melee rounds an archer without a melee weapon incurs.
That can make the difference between hitting an opponents tank or not."
Not only that, it's the difference between your opponents tanks missing your HF due to its nice dex in ranged, to creaming it with multiple hits in Melee...
Also, this would allow Mage and Enchanters teams have a viable way of using WA. Which is otherwise free power to Tank based teams. ;)
January 17 2007 7:12 PM EST
This would also make sure tank teams are further over-powered by the WA...
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=0020Oh">Junction and weapons</a>