Mining Bonus to War Hammers

Discussion in 'Era Discussion' started by Barnicle, Jan 21, 2014.

  1. Barnicle

    Barnicle Member

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    I was testing some damage on test and I thought of a suggestion. GM Lumberjacking with an axe averages 21hp of damage where as a War Hammer averages 14hp of damage. What do you guys think of adding a mining bonus to the War Hammer? Just a thought.


    Barnicle
  2. snap dragon

    snap dragon Well-Known Member

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    but it already drains stamina at an accelerated rate to make up for it's lack of damage.
  3. Pirul

    Pirul Well-Known Member
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    Plus I don't see the relation...
  4. Barnicle

    Barnicle Member

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    Yeah, I was trying to relate them in some way but I couldn't come up with one. Nothing a total refresh pot can cure with the stamina loss and with a LJ there is nothing you can do to get your mana back except wait. One more con to consider would be maces also damage equipment more than an axe.
  5. Dalavar

    Dalavar Well-Known Member
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    I think there is some possibility for balancing the quarterstaff (and gnarled and black staff) by getting them closer to the traditional two-handed macing properties.

    I also think it's lame that the war hammer, even with crushing blows, still does less damage on average than a halberd. Upping the crushing blow to 75% damage bonus would probably even this up.
  6. Azaazel

    Azaazel Member

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    So you're saying you'd have to get Mining to increase War Hammer damage?

    Not a bad idea, I think both weapons should do more damage overall, but that's only basing it on OSI when I ran a Macer and LJer. I think they are making it so you aren't doing 75-85 dmg super hits like you could with a Vanq Hammer and Axe on OSI. Like other posts said, it already drains Stamina and crushes armor. There would be no real reason to not go with Warhammers over Axes. Mining is also much better profit.
  7. snap dragon

    snap dragon Well-Known Member

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    I think the majority of the damage issues with these, and other weapons comes from the way the random damage is calculated. It makes weapons to unpredictable. I don't think radically altering the mechanics is a solution that should be considered before this issue is worked through.
  8. Ningauble

    Ningauble Active Member
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    My question with macing is on the armor damage end of things. I remember back on OSI that maces were brutal on armor, here they don't seem to behave the same. Back when I used to spar guildmates I could break their armor fairly easily, a shield was a nonfactor as it would last just a few hits against me. I remember hunting zealots in Khaldun and they would be naked after a while and easier to kill. How is armor damage calculated here? I know I'm getting old and my memory might not be what it was but the damage to armor just seems a little off to me.

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