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Wands and Staves

Discussion in 'Release 26 Feedback Forum' started by Xi_, Feb 4, 2016.

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  1. Lord Baldrith

    Lord Baldrith Avatar

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    Pine & Maple. 2 types of wood. UO had like 8 or so woods...Yew, Oak, Pine, Bloodwood and many more...I love the variety of materials to work with.
     
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  2. Gix

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    I was wondering why the old crap wands/staves you'd loot from undead or wizards were basically just wooden sticks.

    So now they're literally just stat sticks? I'm dissapointed.
     
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  3. Weins201

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    And you modify them with Resin and Bark to make Grey, Hard, Rock Hard, Crimson
     
  4. Weins201

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    Stat Sticks? They add Attunement to the Spell tree you whish to enhance, they are tools for mages as they should be not weapon.

    And perhaps in the future ability to load a few spells into them
     
  5. Gix

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    If you're carrying an item for a passive bonus, it's essentially a Stat Stick; meaning it's just in your inventory slot for that purpose (not even decorative like a hat or armour). Jewelry usually fit the bill. Don't get me wrong, the fact that they serve some purpose is cool and all but I was expecting something a little bit more active.

    What happens if you're not attuned to any school of magic?
     
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  6. Xi_

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    if it looks like a stat stick and feels like a stat stick, its a stat stick lol.
     
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  7. Xi_

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    I just couldn't help myself lol

     
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  8. Gix

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    In the case of wands and staves, they literally are sticks :p
     
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  9. Weins201

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    I am a little curious what you mean Not attuned to any school of magic? If you use all magical trees all mixed up I am pretty sure you are already screwed. You can always focus on at least one tree and leave its opposite out. Now if you are not a mage, why would you carry a wand, and if you are not a mage yo can still put a gems into a weapon and armor. So no yo don't have to use attunement but???
     
  10. Gix

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    In R26, I've decided to mess around with spell-casting to see if some ideas would work or not.

    In AD&D, there was a distinction between a "Specialist Mage" and a "General Mage". Specialists gained bonuses to their magic school of choice while sacrificing the ability to cast spells of the opposing school. General mages were essentially mages that had access to all spells from every school; without the bonuses.

    SotA's Attunement mechanic seems to be in the same vein yet there seem to be a mindset that you should only pick a few schools and focus on them instead of "Generalizing".

    So what I meant by "not attuned to any school of magic" is that I haven't invested in ANY "attunement" skill... meaning my attunement value is Zero across the board. For a spell caster that does not attune to any school of magic, how do Wands and Staves work?

    Sure, you're not gaining any attunement bonuses (as I would expect), so then what good is a weapon DESIGNED FOR THE CASTER if the caster can't take advantage of it?
     
  11. Weins201

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    The point is if you are a caster why are you not attuning to at least one of the trees? If you are not you are basically defeating yourself.
    Even as a Warrior you can / should attune to either life or death for healing, again not doing so is counter productive. If you are not using one or the other to heal, I am sorry but you will NOT do very well when fighting higher level mobs
     
  12. Gix

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    I had the impression that the skill trees were supposedly offering choice. I can obviously cast spells without attunement skills so why are caster-flavoured items not useful for ALL spell-casters?

    Your "because everybody should do it" warrior can make better use of a spell-caster weapon than the non-attuned spell-caster:
    - It's a bludgeon weapon.
    - He/she gets an attunement bonus.

    I'm not saying that the non-attuned caster should get an attunement bonus, I'm saying the non-attuned caster should get something out of wands and staves.
     
  13. Weins201

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    I am sorry you do not see the value of attunement, :-(

    When you see it let me know ill be happy to let you grab some tools to test it out. :)

    If you never do ah well :-(
     
  14. Laurana

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    You still get the reduction in reagent usage.
     
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  15. Gix

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    Thank you. I missed that part.

    Oh, but I do. Thing is, there's also value in not accumulating penalties either.
     
  16. Curt

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    So does the -10% basic reagent use means
    • a spell that normally has 10% chance to consume reagents has 0%
    • a spell that normally has 10% chance to consume reagents has 9%
    In the first case i can see a use for it in the second case they seems useless to me.
     
  17. Weins201

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    hum I don't know perhaps you could actually go get one and see :)

    But -10%

    10% - 10% = 0

    Now I see why you are reading into it

    10% - (10% of 10%, or 1/10 = 1) = so 9% I have no idea

    .. back to first line go grab one and see :)
     
  18. Malcipher

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    Personally, I would rather be able to change stats on a weapon all together like a one handed sword with the stats of a wand like spell damage, lower reagent use.

    As for wand/staff bassic attack the charge mechanic could be useful there as a spell lock, like locking a spell to the "magic" weapon like fireball you can NO longer cast the regular spell but now have it on a stick without reagents but weapon now takes harsher durability damage vs. Tier of spell. This increases the need for more repairs to handle the workload and increasing output of dps for a mage and a feeling of accomplishment for a crafter to repair said "magic" weapon as that would require a higher repair skill and cost
     
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  19. Curt

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    Seems -10% Basic Reagent Use Chance changes
    spells with 10% chance to consume reagents to 9% chance to consume reagents
    and spells with 20% chance to 18% chance
     
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  20. Lord Dreamo

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    WHAT?! The ranged attack animation for wands was SOOOO cool!! You have to bring it back!!
     
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