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| So what's the deal with the wonderforged weapons? https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=47667 |
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| Author: | Paxus [ Tue, May 18 2010, 19:30 PM ] |
| Post subject: | So what's the deal with the wonderforged weapons? |
Like in the topic header. What are those things? Do they have a greater potential of being imbued by mythals? Are they in some way superior to other weapons? I've found a wonderforged flail some weeks ago and I really can't tell what's so special about it. Could perhaps someone explain it to me please? |
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| Author: | 762 [ Tue, May 18 2010, 19:38 PM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
The damage mod is likely superior to anything you will craft or find. |
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| Author: | Paxus [ Tue, May 18 2010, 19:46 PM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
762 wrote: The damage mod is likely superior to anything you will craft or find. You mean the 1d10 additional damage type? Piercing in this case. Because besides it, there's only an Enchantment +4 bonus and that's all. |
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| Author: | Bobo_Underhill [ Tue, May 18 2010, 19:49 PM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
Yes, exactly. It has a higher damage property than what is replicable through the mythal system, which caps at 1d6 or 2d4 for two-handers. |
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| Author: | TormakSaber [ Tue, May 18 2010, 20:36 PM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
It's a generic catchall name for weapons with the damage modifier, yeah. Generally 1d10 for a 1 hander and 2d6 for a 2 hander, there are some outliers (2d8 heavy flail) due to some weapons already in the module and not wanting +5 loot to be outdone y lower or sotrebought items. Same for Sure Strike. A catchall name for weapons with +5 AB and Keen. There's no real lore or anything behind them, the Sure Strikes, or the "Greater Magics" in the Abyss. They're just stock equipment that exist so that no matter what weapon you use, there's always going to be something at the high end for you to look forward to using. It's hard to make interesting weapons in NWN when you can't use onhits or the more esoteric things much, and in the end people will gravitate to the efficient over the flashy. It works out alright: Loot gets you boring and efficient, or Flashy and alright DC gets you anything and eveyrthing so long as it's approved by the DM team. |
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| Author: | Paxus [ Tue, May 18 2010, 23:37 PM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
Hookay. I think that explains everything. Thank you guys. |
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| Author: | Gers [ Wed, May 19 2010, 0:42 AM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
Yeah, there's only so many things you can put on items without either making it too powerful, or too laggy, or too something. Plus, many of the more interesting and unique item propeties from D&D simply aren't in NWN. |
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| Author: | Paxus [ Wed, May 19 2010, 0:48 AM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
I understand that the lack of on hit properties is because it would cause a terrible lag on the server? |
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| Author: | Gers [ Wed, May 19 2010, 1:04 AM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
Onhits are mostly alright, except onhit:cast spell. You're firing off the same spell script (and it's graphics, and other involved scripts) every time you connect with a weapon. Multiply that by X number of people using that weapon, and... yeah. It adds up fast. Esecially if the spell is an AoE. That's why the old AA specialty arrows with onhit fireball,negative energy burst, and the like were such horrible lag generators. |
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| Author: | Paxus [ Wed, May 19 2010, 1:30 AM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
Gers wrote: Onhits are mostly alright, except onhit:cast spell. You're firing off the same spell script (and it's graphics, and other involved scripts) every time you connect with a weapon. Multiply that by X number of people using that weapon, and... yeah. It adds up fast. Esecially if the spell is an AoE. That's why the old AA specialty arrows with onhit fireball,negative energy burst, and the like were such horrible lag generators. Yeah I can imagine the lag caused by this. But isn't the graphics effect of onhit spell being drawn (or calculated) only on the client side? |
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| Author: | TormakSaber [ Wed, May 19 2010, 1:31 AM ] |
| Post subject: | Re: So what's the deal with the wonderforged weapons? |
The problem with onhits is that they spike the level requirement and the GP price of the item through the roof. That's why that Hoarran Spear in the lootbins sells for a ridiculous amount. Quote: Yeah I can imagine the lag caused by this. But isn't the graphics effect of onhit spell being drawn (or calculated) only on the client side? No, it's physically running the spell script each and every attack. A wizard casting fireball 2x a round is nice, now imagine a hasted rapidshotting archer doing 6 fireballs around in a large group and 6 times around every creature needs to make SR checks, reflex saves, oll damage, it's a lot of CPU. |
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