Another weapon type expertise

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Charlatan73
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Another weapon type expertise

#1 Post by Charlatan73 »

Hey, we now have sword, mace, and axe, but one of the first 'good' items you get in the game is a maul. Is it possible to change mace to 'bludgeons' to include, or create a category for a similar damage enhancement for maul type weapons?

yufra
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Re: Another weapon type expertise

#2 Post by yufra »

The maul is technically (in-game) a two-handed mace so it is already covered. Maybe this should be more obvious to the user though?
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Final Master
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Re: Another weapon type expertise

#3 Post by Final Master »

ARE (great)maults maces? And what of the hidden weapon talent you may find? Is there going to be a different way to learn it, along with more weapons that require/benefit from that talent? And, why do only alchemists get staff mastery?
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yufra
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Re: Another weapon type expertise

#4 Post by yufra »

Greatmauls have combat.talented set to "mace", and the mod.class.interface.Combat.combatCheckTraining function checks the Mace Mastery talent, so as far as I can tell greatmauls are considered as maces. Now if I am reading the code right the damage that shows up in the Character Sheet should reflect the mastery, so you can check this for yourself. Hope that helps. :D
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darkgod
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Re: Another weapon type expertise

#5 Post by darkgod »

Yeah mauls are all maces.
I'll probably add which mastery affects a weapon in their descriptions.

As for the exotic mastery it's for weird stuff you can find along the way. For now it's mainly tridents and whips
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