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Melee weapon theoretical skill level bonuses

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  • 01-16-2014, 04:16 PM
    Sonic7870
    Melee weapon theoretical skill level bonuses
    I know that melee weapons don't have an xp meter and skill level meter in the game but if they did what bonus would you think it would include?
  • 01-16-2014, 04:51 PM
    Odessa
    I would love for them to. Critical hit damage multiplier, even add elements to it. Fire damage, poison with chance to drain health, etc... Perhaps slowing/stunning enemies.
  • 01-16-2014, 08:44 PM
    Atticus Batman
    BLEED or burn damage! They are basically electric blades. They should cuase the enemy to bleed, or atleast cause serious burn damage. And we can shoot heads off, so why can't we do limb removal surgery?
  • 01-16-2014, 08:51 PM
    quick
    Quote:

    Originally Posted by Atticus Batman View Post
    BLEED or burn damage! They are basically electric blades. They should cuase the enemy to bleed, or atleast cause serious burn damage. And we can shoot heads off, so why can't we do limb removal surgery?

    The limb removal would be awesome!
  • 01-16-2014, 09:04 PM
    DSW
    also swing/charge speed
  • 01-17-2014, 01:19 AM
    Xzelian
    Wow all good ideas I think.
    I'm really surprised that no consideration was given to this initially as even base existing rolls would have been so incredibly easy to do.

    When a weapon is generated there is a pre-set list of possible mastery rolls per weapon type.
    For the swords they could have easily done a series from the set of already existing Brutal weapons, such as:

    %stowed weapon reloaded on kill,
    Ammo on mele kill (applied to stowed weapon)
    % speed boost on kill
    Ego power recharge on kill
    % mele damage (or straight up damage roll )

    of course, excepting speed boost or ego recharge (which would be very cool) none of these would be what we would want, but FAR better than nothing.

    The fact is that as mastery is already on the weapon when created it would mean that only new swords would have rolls.

    Should this be the case, it would garner some interest in playing the arenas a bit more again to grind for that Legendary all over again.

    I think that a cooler option would be to introduce blade mods that actually DO something. Specifically apply a nano effect.
    This would change the appearance of the blade as well, and might garner some bit sales.

    None of this is a new conversation topic though, and we all stated these things and more around the time of DLC1, it just fell into obscurity.
  • 01-17-2014, 02:58 AM
    nite
    maybe theyll make a skill level wiv the canadian samuri dlc...heres hopeing
  • 01-17-2014, 03:14 AM
    Etaew
    Something like

    Level Bonus
    2 Melee Speed: +1.0% (decreases the time between swings)
    3 Charged DMG: +5.0% (the damage of a charged swing)
    4 Crit Mult: +1.0%
    5 Melee DMG: +5.0% (the damage of the swing itself)
    6 Melee Speed: -1.0%
    7 Leap DMG: +10%
    8 Crit Mult: +1.0%
    9 Melee Speed: -1.0%
    10 Effect Trigger %: +5.0% (bleed, stun, disarm, root)
    11 Accuracy: -2.0%
    12 Crit Mult: +1.0%
    13 Melee Speed: -1.0%
    14 Charged DMG: +5.0%
    15 Melee Range: +10.0%
    16 Crit Mult: +1.0%
    17 Melee Speed: -1.0%
    18 Leap DMG: +5.0%
    19 Crit Mult: +1.0%
    20 DMG: +10.0%
  • 01-17-2014, 12:06 PM
    Spindle
    Only problem with adding crit modifiers is that charge blades are almost impossible to crit with. I've never noticed an increase in damage on crit kills so I think the base modifier might be 0. Elemental effects would be so sweet, I wish I could stab people and have them melt into black goo.
  • 01-17-2014, 02:51 PM
    Xzelian
    Quote:

    Originally Posted by Spindle View Post
    Only problem with adding crit modifiers is that charge blades are almost impossible to crit with. I've never noticed an increase in damage on crit kills so I think the base modifier might be 0. Elemental effects would be so sweet, I wish I could stab people and have them melt into black goo.

    I have noticed the same, that's why my ever so small list did not include one.

    Remember the perk lists are generally only 5-6 possibilities long per weapon class.
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