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Weapon Augments

Avran_Sylt
Avran_Sylt
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Hey, so this idea popped into my head. Bows have several types of arrows, swords and axes have different kinds of edges, maces have different hafts. So, perhaps crafting can be made more interesting.

This is the idea, weapons gain another trait, a different category than the ones we currently have. This trait only effects the light and heavy attacks of the weapon, nothing else.

Bows:
Bodkin: extends light and heavy attack range by 2 meters
Crescent: 8% chance of dealing [x] physical damage over 4 seconds, 4 second cooldown. 8% reduced damage
Hammerhead: reduces light and heavy attack range by 7 meters, but has a 15% chance of setting an enemy off balance
Standard: Standard

Swords/Daggers/Axes/Great-swords/Great-axes:
Serrated: 4% chance of dealing [x] physical damage over 4 seconds, 4% reduced damage (double bonus and negative effect for Great weapons, bonus stacks with axe passives)
Well-Balanced: increases swing speed by 10%
Lightweight: Increases Movement speed in sneak by 1% (2% for Great weapons), increases sneak attack damage by 5% (10% for Great weapons) reduces damage while not is stealth by 2%

Mauls/Maces:
Short Haft: increases swing speed by 10%
Weighted: Decreases swing speed by 20%, 15% chance of setting an enemy off balance
Spiked: 4% chance of dealing [x] physical damage over 4 seconds, 4% reduced damage (double bonus and negative effect for Mauls)

Not sure about staves yet though.

  • TheShadowScout
    TheShadowScout
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    That is basically what the "traits" for weapons are.

    Though they have changed... we no longer have a trait that makes strikes go faster for example. And of course this being a game with magic, many of those are working with the inevitable enchantments...

    But I don't really see them redoing their system to that extent...
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