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Old 28th April 2007, 07:01 PM   #1
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Arms Lore changes...

Quote:
Arms Lore has been changed:
o Arms Lore will increase when weapons and armor are crafted
o When a weapon is exceptionally crafted, the damage increase modifier will increase by 1% per 20 points of Arms Lore.
o When a piece of armor (not including shields) is exceptionally crafted, each resist normally available on that armor piece will increase by 1% per 20 points of Arms Lore

So any thoughts?
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Old 28th April 2007, 08:07 PM   #2
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Re: Arms Lore changes...

Ill have more thoughts when I see it in practice. Imho, if it means that I can craft a darn near all 70s suit (no mods) with a regular sewing kit, Im all for it.

Im sure that many wil agree that its not the resists that are tough to get oon the uber suits, its the mods. hy not make it easier to get a new player in something that might let them tackle a lizardman without having to run and heal several times?

Even with all 70s and an accomplished char, even dragons and OLs have me running and healing on occasion...
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Old 28th April 2007, 08:15 PM   #3
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Re: Arms Lore changes...

I think its nice, but everyone is going to be going crazy with their uber mules, like myself!
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Old 28th April 2007, 09:59 PM   #4
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Re: Arms Lore changes...

it has already changed:just posted:

It's actually +5 total resists spread out randomly amongst the resists. I mispoke terribly! It is NOT +25 to resists.

I want to apologize for the misinformation there. I take full responsibility on this one.


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Old 29th April 2007, 04:32 AM   #5
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Re: Arms Lore changes...

Arms Lore shouldn't help Armor, it should help Weapons, and aid both crafters and warriors. That way it will only help kill people, not keep them alive.
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Old 29th April 2007, 11:34 AM   #6
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Re: Arms Lore changes...

Quote:
Originally Posted by DiP View Post
That way it will only help kill people, not keep them alive.
LOL *thinks, that has GOT to be dip talking*

Oy, only +5? I'm not as excited as I was at +25. +5 resists total? Or +5 per 20 points of arms lore?
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Old 29th April 2007, 11:39 AM   #7
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Re: Arms Lore changes...

Five total

Vepl
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Old 29th April 2007, 11:42 AM   #8
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Re: Arms Lore changes...

Quote:
Originally Posted by Vepl View Post
Five total
Lame
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Old 29th April 2007, 01:38 PM   #9
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Re: Arms Lore changes...

Quote:
Originally Posted by kitiara View Post
Lame
*nods*
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Old 29th April 2007, 04:07 PM   #10
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Re: Arms Lore changes...

See, they should have kept more focus on the word "Arms".

It could have been used for warriors by unlocking 3rd/4th special moves to weapons (3 for fast, 4 for slow) at GM or something like that.

Give an added property slot for weapons created by crafters at GM arms lore, or allow GM Smith weapons to take on properties OTHER than elemental distribution when using colored ore (kinda like how colored woods add to bows/bokutos/staffs).

Meh.
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Old 29th April 2007, 04:24 PM   #11
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Re: Arms Lore changes...

While not a significant amount there are two benefits I see

1. They are re-intergrating useless skills back into the game! THIS IS GOOD!

2. Now for the people who have 5 characters and the 6th as there crafter, they have to lose a skill to be the best. This gives way for people who enjoy being full time crafters.
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Old 29th April 2007, 07:02 PM   #12
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Re: Arms Lore changes...

It was also said that it would be much easier to turn the number up later than down later so Im thinking that they will turn it up a bit.

Im still training it up now to have it around. Basically it will only be for when Im burning runics trying to make weapons; 40 DI instead of 35 isnt a big change, but why not take advantage of it, eh?
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