Start Marauders with an iron helm

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Grey
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Start Marauders with an iron helm

#1 Post by Grey »

Apparently Skullcracker does piddling damage at level 1 due to a lack of solid headgear. There's not much point in Marauders starting with the skill if they can't effectively use it at the start of the game. Give them an iron helm and 1 point in armour training and they can crack away :)
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Zonk
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Re: Start Marauders with an iron helm

#2 Post by Zonk »

I've suggested this myself more than once, yes. The starting damage with a leather cap is ridicolously low.

Also, shouldn't helmet power do SOMETHING for the confusion effect, too? Code seems to say that's only based on Dexterity. Perhaps a much smaller effect than on damage, though.
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Grey
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Re: Start Marauders with an iron helm

#3 Post by Grey »

The confusion effect is based on how well you aim for the vitals, so Dex alone I'd say.
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Re: Start Marauders with an iron helm

#4 Post by greycat »

Isn't aiming for vitals a function of Cunning, rather than Dexterity?

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Re: Start Marauders with an iron helm

#5 Post by Grey »

The knowledge of vitals is, but the proper technique of hitting the right spot in a tumultuous battlefield is a dextrous feat.
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Zonk
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Re: Start Marauders with an iron helm

#6 Post by Zonk »

Bumping this, and saying(though again, it's not TOO important) that well, yes, Cunning/Dex may help you aim, but hitting harder because of a better helmet could still make a difference.

Also while on the subject of Marauder starting equip...what about making them start with nondagger + dagger instead of two daggers? I don't really feel it's necessary, but felt like bringing it up.
(Could be a way to suggest people try this style)
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