Arcane Blade rebalancing: 2H weapon edition
Posted: Sun Dec 22, 2013 3:56 am
To put it relatively softly, a ToME player who really thinks about Arcane Blades knows that 2H Arcane Blade builds just aren't viable unless they're using a staff, and even then short staff+offhand or shield is better than a regular staff.
Arcane Blades start the game with a two-handed sword, and the Arcane Blade class description ingame says that they wield two-handed weapons of destruction.
I think that two handed weapons, especially non-staves, should be made viable for Arcane Blades, and heres my proposed way to do it; feel free to give input, and feel free to make it harsh too as long as its not something unconstructive like "thats stupid", at least point out which part is stupid.
-make the explosion power for Arcane Destruction increase with your critical multiplier in addition to your Spellpower, with a 0% damage increase from the base critical multiplier of 150% or let it be able to critically hit; this suggestion is because the ability is amazing early game but it is very underwhelming in the late-game and the Infinite Dungeon unless you're using a staff, which I go over below
-double the explosion power for Arcane Destruction when using two-handed weapons
--same as above, except 2/3 or 3/4 the Arcane Destruction explosion power if it is too powerful, which, when you compare to the damage output of Berserkers who do 13k+ damage in 1 hit with Windblade to 1 guy, it kinda isn't
-for Spell/Enhancement, half the damage for Fiery and Shock Hands when dual wielding or double the damage for two-handed weapons, half the daze chance on Shock Hands when using two weapons and do the same thing described for the damage for Fiery/Shock hands to the Stamina/Mana gain from the talents
-Arcane Blades get Technique/Two-handed weapons(locked?)
-nerf the staff accuracy bonus to at least half, but preferably 1/4 of what it currently is; at the moment, with 50+ accuracy you'll make spells do at least double damage to most enemies until the lategame, where it is still extremely powerful in comparison to accuracy bonuses from other weapons; in particular, Arcane Combat procs and Arcane Destruction's explosion are increased by the staff accuracy bonus for Arcane Blades, and so are Talent on hit(spell)<spell name><x% chance> kinds of stuff that are triggered by Lightning, Earthen Missles, or Flames that come from Arcane Combat; even though Arcane Blades can only use one short staff and an offhander at best, the staff accuracy bonus is still very overcentralizing for them
--think of the accuracy bonuses this way; so you hit a guy with 0 defense while you have 50 accuracy, which is realistically not very hard to have lategame without dexterity investment; with a staff, you would do 200% more damage with procs of Arcane Combat, talent on hit (spell) stuff triggered by Arcane Combat procs, and with damage from Arcane Destruction; with maces you would do 5% more damage with each hit with the mace, with axes you would have 10% more (physical?)crit chance with the axe, and with swords, you would have 20% more (physical?)critical multiplier with the sword, with daggers, you get 25% armor penetration with the dagger, and with shields you get the same result as staves, but shield attacks only come from Assault, Overpower, and Shield Pummel for Arcane Blades; doesn't this make the staff accuracy bonus sound overpowered? also mindstars should get some sort of accuracy bonus too
-Greater Weapon Focus is a very delicate topic here which I'd really rather not talk about, but its hard to talk about Arcane Blades without mentioning it; even if the above proposals are implemented in vanilla ToME, serious players are going to almost never specialize in two-handed weapons unless they really hate being stunned pinned or missing just because of Greater Weapon Focus; several things can be done about it for Arcane Blades:
--Arcane Blades only get .9 or less to Technique/Battle tactics by default, still locked
--double greater weapon focus proc chance for two-handed weapons
--remove Technique/Battle tactics from Arcane Blades entirely, if it is that overcentralizing
below this text are Greater Weapon Focus changes that would influence other classes as well as Arcane Blades, and would be more controversial changes
---multiply Greater Weapon Focus proc chance by 2/3 or 3/4 or something, then double Greater Weapon Focus proc chance for two-handed weapons
---reduce the damage done by Greater Weapon Focus hits, or limit the amount of time that Greater Weapon Focus can proc per 100% turn
---Greater Weapon Focus scales less with Dexterity
---make Greater Weapon Focus only give you an extra melee attack instead of a free extra melee talent use if a melee talent hit triggered it, like Flurry Assault or Whirlwind; I just heard it does that but I haven't noticed this myself, please point out if it doesn't work like this
I'd rather not have proposals in the first place about Greater Weapon Focus; if further discussion is warranted, I'd recommend that a different thread is made about it and includes the concept of rings of focus, which give you Greater Weapon Focus on use. Also I wouldn't be making that thread
I'm not standing very much on those Greater Weapon Focus modification proposals, largely because it would also influence other classes that use Greater Weapon Focus, and again, I'd really rather not have it changed for other classes.
EDIT: now I know how powerful staves are, having abused them; I talked about the staff accuracy bonus and compared it to other accuracy bonuses and made changes to other stuff that I said
Arcane Blades start the game with a two-handed sword, and the Arcane Blade class description ingame says that they wield two-handed weapons of destruction.
I think that two handed weapons, especially non-staves, should be made viable for Arcane Blades, and heres my proposed way to do it; feel free to give input, and feel free to make it harsh too as long as its not something unconstructive like "thats stupid", at least point out which part is stupid.
-make the explosion power for Arcane Destruction increase with your critical multiplier in addition to your Spellpower, with a 0% damage increase from the base critical multiplier of 150% or let it be able to critically hit; this suggestion is because the ability is amazing early game but it is very underwhelming in the late-game and the Infinite Dungeon unless you're using a staff, which I go over below
-double the explosion power for Arcane Destruction when using two-handed weapons
--same as above, except 2/3 or 3/4 the Arcane Destruction explosion power if it is too powerful, which, when you compare to the damage output of Berserkers who do 13k+ damage in 1 hit with Windblade to 1 guy, it kinda isn't
-for Spell/Enhancement, half the damage for Fiery and Shock Hands when dual wielding or double the damage for two-handed weapons, half the daze chance on Shock Hands when using two weapons and do the same thing described for the damage for Fiery/Shock hands to the Stamina/Mana gain from the talents
-Arcane Blades get Technique/Two-handed weapons(locked?)
-nerf the staff accuracy bonus to at least half, but preferably 1/4 of what it currently is; at the moment, with 50+ accuracy you'll make spells do at least double damage to most enemies until the lategame, where it is still extremely powerful in comparison to accuracy bonuses from other weapons; in particular, Arcane Combat procs and Arcane Destruction's explosion are increased by the staff accuracy bonus for Arcane Blades, and so are Talent on hit(spell)<spell name><x% chance> kinds of stuff that are triggered by Lightning, Earthen Missles, or Flames that come from Arcane Combat; even though Arcane Blades can only use one short staff and an offhander at best, the staff accuracy bonus is still very overcentralizing for them
--think of the accuracy bonuses this way; so you hit a guy with 0 defense while you have 50 accuracy, which is realistically not very hard to have lategame without dexterity investment; with a staff, you would do 200% more damage with procs of Arcane Combat, talent on hit (spell) stuff triggered by Arcane Combat procs, and with damage from Arcane Destruction; with maces you would do 5% more damage with each hit with the mace, with axes you would have 10% more (physical?)crit chance with the axe, and with swords, you would have 20% more (physical?)critical multiplier with the sword, with daggers, you get 25% armor penetration with the dagger, and with shields you get the same result as staves, but shield attacks only come from Assault, Overpower, and Shield Pummel for Arcane Blades; doesn't this make the staff accuracy bonus sound overpowered? also mindstars should get some sort of accuracy bonus too
-Greater Weapon Focus is a very delicate topic here which I'd really rather not talk about, but its hard to talk about Arcane Blades without mentioning it; even if the above proposals are implemented in vanilla ToME, serious players are going to almost never specialize in two-handed weapons unless they really hate being stunned pinned or missing just because of Greater Weapon Focus; several things can be done about it for Arcane Blades:
--Arcane Blades only get .9 or less to Technique/Battle tactics by default, still locked
--double greater weapon focus proc chance for two-handed weapons
--remove Technique/Battle tactics from Arcane Blades entirely, if it is that overcentralizing
below this text are Greater Weapon Focus changes that would influence other classes as well as Arcane Blades, and would be more controversial changes
---multiply Greater Weapon Focus proc chance by 2/3 or 3/4 or something, then double Greater Weapon Focus proc chance for two-handed weapons
---reduce the damage done by Greater Weapon Focus hits, or limit the amount of time that Greater Weapon Focus can proc per 100% turn
---Greater Weapon Focus scales less with Dexterity
---make Greater Weapon Focus only give you an extra melee attack instead of a free extra melee talent use if a melee talent hit triggered it, like Flurry Assault or Whirlwind; I just heard it does that but I haven't noticed this myself, please point out if it doesn't work like this
I'd rather not have proposals in the first place about Greater Weapon Focus; if further discussion is warranted, I'd recommend that a different thread is made about it and includes the concept of rings of focus, which give you Greater Weapon Focus on use. Also I wouldn't be making that thread
I'm not standing very much on those Greater Weapon Focus modification proposals, largely because it would also influence other classes that use Greater Weapon Focus, and again, I'd really rather not have it changed for other classes.
EDIT: now I know how powerful staves are, having abused them; I talked about the staff accuracy bonus and compared it to other accuracy bonuses and made changes to other stuff that I said