TinyMage Posted July 20, 2005 Share Posted July 20, 2005 The mace of disruption that strikes as a +2 weapon is called "mace of disruption +1". The upgraded version that strikes as a +5 weapon is called "mace of disruption +2". This is very inconsistant with the rest of the game, and a bit misleading. I think you should call the regular MOD "mace of disruption +2" and the upgraded MOD "mace of disruption +5". Link to comment
CamDawg Posted July 20, 2005 Share Posted July 20, 2005 Actually, the base mace strikes as +3. IIRC it's more consistent to name the + after the to-hit bonuses, not the enchantment level. The Sunstone Bullets are named as +1, but they can hurt Kangaxx (who needs +4 enchantment to hit). I can't think of any other items where to-hit bonuses are not equal to the enchantment where they use the enchantment level as the +. Link to comment
SimDing0 Posted July 20, 2005 Share Posted July 20, 2005 I *think* the Baldurdash text update standardises it to refer to enchantment rather than bonuses. And if it doesn't, it's a good idea, since while you can gleam the bonuses from the description, nowhere else is the enchantment ever mentioned. Link to comment
CamDawg Posted July 20, 2005 Share Posted July 20, 2005 Nah, Baldurdash adds the 'Always considered to be of +5 enchantment when determining what it can hit' lines to the weapon descriptions. Link to comment
SimDing0 Posted July 20, 2005 Share Posted July 20, 2005 With the fixpack installed, Daystar is called "Daystar +4", Flame Tongue is called "Flame Tongue +4", Defender is called "Defender +5" the Staff of the Magi is called "Staff of the Magi +5", and the Ripper is called "Ripper +2". All these reflect weapon enchantments, not to-hit or damage bonuses. Of course, you *could* change the name of the Staff of Striking to "Staff of Striking +9" or whatever (yeh, I know that's damage not THAC0), but I think the current arrangement is the most beneficial unless you want to go through a ton of item descriptions adding "strikes as a +x weapon" for your own enjoyment... STRING_SET 33894 ~Sunstone Bullet +4~ Link to comment
CamDawg Posted July 20, 2005 Share Posted July 20, 2005 But it begs a larger question--what is more intuitive to the player, a Mace of Disruption +5 that grants a +2 damage and THAC0, or a Mace of Disruption +2 that can hit Kangaxx? I think it's the latter, but I'm willing to concede I may be in the minority. And we can remove our string changes as easily as we add them. Link to comment
Idobek Posted July 20, 2005 Share Posted July 20, 2005 Personally I would prefer to remove +X from the name of the item entirely and add an "Enchantment" field to the statitics section, alongside the THAC0 and damage bonuses. (Yes, I know, "not a fix.") Link to comment
SimDing0 Posted July 20, 2005 Share Posted July 20, 2005 Doesn't bother me what you do really so long as the enchantment is visible somewhere for all items. I just think you'd be wasting your time editing every description when it's already done for all but about 2 items. Link to comment
Kish Posted July 20, 2005 Share Posted July 20, 2005 But it begs a larger question--what is more intuitive to the player, a Mace of Disruption +5 that grants a +2 damage and THAC0, or a Mace of Disruption +2 that can hit Kangaxx? I think it's the latter, but I'm willing to concede I may be in the minority. <{POST_SNAPBACK}> I agree, particularly to players who know what a Mace of Disruption is. Link to comment
SimDing0 Posted July 20, 2005 Share Posted July 20, 2005 I should also add that if you're going to change it to read "strikes as a +x weapon" for everything, you should probably take Ido's suggestion and remove the +x bit completely from the weapon name, because it's daft to duplicate the description info, odd to select THAC0 over all the other things it could be, and inconsistent and misleading because the + typically gives (and rightly so) a brief overview of the power of the item but won't in some cases where the power isn't reflected in the THAC0 bonus (indeed, enchantment is a more reliable gauge of the overall power of most weapons). Link to comment
Andyr Posted July 26, 2005 Share Posted July 26, 2005 I would be in favour of removing +x from unique weapon names, as I think it sounds silly and IIRC BioWare didn't always bother. It might be an idea to keep them for generics like Long Sword +1 though, so people don't flood with reports of their magic weapons no longer being magical. Link to comment
SimDing0 Posted July 26, 2005 Share Posted July 26, 2005 I don't think it's any less obvious if a "Long Sword" is magical than a "Arbane's Sword". Link to comment
Andyr Posted July 26, 2005 Share Posted July 26, 2005 Do you not think some people would not be confused/concerned if a Long Sword +1's name became just Long Sword? Given that I expect few people read the descriptions of such items, just look at the names and notice it has a new icon. Link to comment
SimDing0 Posted July 26, 2005 Share Posted July 26, 2005 Then how do they tell Arbane's Sword is magical? (Yes, they look at the icon. Which is precisely the same as with a magical Long Sword.) Link to comment
Andyr Posted July 27, 2005 Share Posted July 27, 2005 Because "Arbane's Sword" sounds more like a unique item than "Long Sword". Link to comment
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