Another weapon type expertise
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- Thalore
- Posts: 145
- Joined: Tue Jan 10, 2006 6:57 pm
Another weapon type expertise
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?
Re: Another weapon type expertise
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?
<DarkGod> lets say it's intended
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- Sher'Tul
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Re: Another weapon type expertise
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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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Another weapon type expertise
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. 

<DarkGod> lets say it's intended
Re: Another weapon type expertise
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
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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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
