Gates of Arimyth
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Durability
http://forum.arimyth.com/viewtopic.php?f=11&t=932
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Author:  blue_myriddn [ Wed Jan 27, 2010 8:34 am ]
Post subject:  Durability

I know that we can all use our cube to repair weapons on the run, but lets face it, 98% of us use the cube as a great big suitcase to carry our junk with. I really don't even think the cost is all that bad to repair at a vendor either - if you socket all kinds of neat powerful things in your weapon you just have to fork over the cash to keep it new and shiney.

My problem is breaking the game flow to go back to town for a repair. Would there be any problem to just bringing the durability of every item up to a minimum of 100? 150? I know that we won't want to go too crazy with this to keep people from just using eth items - but it seems like a number in the 100-150 range would be reasonable after reviewing the txt files.

The dagger class seems hit the most by this with ranges in the 10-20 durability zone. There are some pretty cool daggers that wereform characters could put to use, but with the crazy attack speeds available these little daggers don't last too long before it is back to the repair shop.

Author:  Brevan [ Wed Jan 27, 2010 10:59 am ]
Post subject:  Re: Durability

My Convictor (5 frame attack speed) used a 92 durability Flail pretty comfortably. Before that Flail, he was using another with 80 durability. Both seemed fine, but generally had to be repaired after every run or wp collected. I agree that 100 durability would be plenty for any weapon meant to be used by a fast-attacking character.

For repair cost considerations, any item with large numbers of gems or runes in it will cost a fortune. My pally must repair with forge runes on his "Wonder" flail, since the cost of normal repairs is anywhere from 1gp (rolled over cost) to 2M (only saw this once), I normally nee it hovering around 400k. His expensively-gemmed gemmed hat (3 ubers) and armor (4 MStones) cost about 10-20k per durability point lost (maybe 1 point every few wp collected).

Charged items cost a lot too, but there's nothing this discussion can do about that. I also think their cost is perfectly reasonable.

Author:  blue_myriddn [ Wed Jan 27, 2010 11:14 am ]
Post subject:  Re: Durability

one tip to keep the repair bills in check is to equip an edge and move your weapon down to your inventory and then repair it at the discounted price.

normally though, I just try to bring back a present for the vendor (quad sockets, x-sockets, wands or some high armor) to sell back to keep my gold from going too fast.

Author:  nedder [ Fri Jan 29, 2010 12:38 pm ]
Post subject:  Re: Durability

My 2fpa fireclaw druid has a crafted giant thresher with 4 uber amethysts. 140 dur.

It wears out in about 5 minutes of combat and the repair cost starts high around 400k and drops to 180k when broken.

Maybe we need to add repairs durability to the rare jewel mod pool.

1 dur every 5 seconds would certainly do it.

Author:  blue_myriddn [ Fri Jan 29, 2010 1:02 pm ]
Post subject:  Re: Durability

another thought might be to start scaling the durability up on elite items. Lets say you ballpark items to be around:

100 normal class
200 exceptional class
300 elite class

to correspond to the higher IAS rates available at later levels.

What would you think about adding that repair durability as a standard mod on Death Craft weapons? Since you can't craft eth items, it shouldn't create a balance issue.

Author:  tonykantos [ Sat Jan 30, 2010 7:58 am ]
Post subject:  Re: Durability

Yet another thought:

Why did D2 designers daggers more fragile than a sword or an axe?

Thats nonsense. take a look at basic physicals: the object with more surface and lenght is the one most fragile and/or breakable.

Lets suppose two steel sticks: one 20 cm lenght, and another one 50 cm lenght. Hit a wall with both of em. The longest one will eventually crash sooner cause of the... ( ermm donno hows said in english damn xD :oops: ) , well its just a phys. law.

Wider and thin -> more fragile .
yes, spears should be the weakest, followed by 2 hand-swords and long swords, then axes and polearms. And the toughest ones: broad/short swords , maces,scepters and daggers


Author:  Abominae [ Sat Jan 30, 2010 3:20 pm ]
Post subject:  Re: Durability

tonykantos wrote:
Yet another thought:

Why did D2 designers daggers more fragile than a sword or an axe?

Thats nonsense. take a look at basic physicals: the object with more surface and lenght is the one most fragile and/or breakable.

Lets suppose two steel sticks: one 20 cm lenght, and another one 50 cm lenght. Hit a wall with both of em. The longest one will eventually crash sooner cause of the... ( ermm donno hows said in english damn xD :oops: ) , well its just a phys. law.

Wider and thin -> more fragile .
yes, spears should be the weakest, followed by 2 hand-swords and long swords, then axes and polearms. And the toughest ones: broad/short swords , maces,scepters and daggers




Physically, I shouldn't be able call down Meteors from the sky against hordes of demons, but I damn sure do it anyway.

Author:  tonykantos [ Sun Jan 31, 2010 4:29 am ]
Post subject:  Re: Durability

Abominae wrote:

Physically, I shouldn't be able call down Meteors from the sky against hordes of demons, but I damn sure do it anyway.


Yo can't ?! Then you must't'b a low lvl in real life yet :lol:

(I hope some1 got my point of view >.< )


Author:  NewBastige [ Wed Feb 10, 2010 9:49 am ]
Post subject:  Re: Durability

Daggers need more love in the durability department. Otherwise they are only useful for wielding, not attacking.

Author:  NewBastige [ Wed Feb 10, 2010 9:53 am ]
Post subject:  Re: Durability

We haven't been able to make gold from lead yet, tony.. does that help? ;)

Author:  tonykantos [ Fri Feb 12, 2010 12:57 am ]
Post subject:  Re: Durability

Ill kill ya, and when ur buried, I' will exhume and hork your corpse nee' yorz 500k gold naaw!

Author:  saypawn [ Sat Feb 13, 2010 2:20 am ]
Post subject:  Re: Durability

+1

Muling constantly isnt a bad thing, but i dont like that my weapon durability is the main factor for forcing me to mule.

Author:  Abominae [ Sat Feb 13, 2010 5:18 am ]
Post subject:  Re: Durability

I will agree daggers get pretty boned when it comes to usability. Range one and having to repair every 10 minutes? No thanks.

Author:  Pappy [ Mon Feb 15, 2010 4:40 am ]
Post subject:  Re: Durability

if ur gonna use irl as a guideline........daggers are one of the weakest items irl

they are ultra thin and sharp.............whereas a 60lb claymore tends to be at least 1/2 and inch thick with most being thicker to they tend to last better

this is why they have lots of claymores form the 1500's but damn few "working" daggers or dirks there are quite a few "decorative" peices around but you cant repair them either hehehe

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