attack speed

d1craig

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I wasn't aware speed+, poison+, slow+ etc. etc. had a use on tao/wizz.

They don't really have a use but they can be used. Only PA and slow are able to be ignored by Taos as they can poison and slow anyway. Wizzy a can pa Things with enough of it. Not very logical but atleast it has an effect. Aspd will not have any effect on items for sins.

With haste I think this could be a good thing as now it will still only be warrs after gale items. Maybe they are thinking about all the dc stuff being spread across all classes.
 

DavidShaw

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I wasn't aware speed+, poison+, slow+ etc. etc. had a use on tao/wizz.

MirBlades do not have speed(they did on beta yes)

Weapons do not drop with speed+? Never have, so there will be no 'useless' added stats on wep drops for assassins apart from the obvious which is the case with any class.

Your missing the point.

On all the DC items, A Speed will be the most effective Gem. The highest priced Mir-Ring would have A Speed+3, as speed affects both PA and Slow(more hits, more chances)

On the best DC items, Archers and warriors will be adding A. Speed that will be useless for the Sin. Infact it will actually reduce the Upgradability of the item for a Sin.
Whereas Sc and Mc items are unlikely to have speed Gemmed on.

Do you understand this theory I have put forward?
If I am more polite, will you then agree with this common sense? lol
 

Nemo

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They don't really have a use but they can be used. Only PA and slow are able to be ignored by Taos as they can poison and slow anyway. Wizzy a can pa Things with enough of it. Not very logical but atleast it has an effect. Aspd will not have any effect on items for sins.

With haste I think this could be a good thing as now it will still only be warrs after gale items. Maybe they are thinking about all the dc stuff being spread across all classes.

Am I missing something? Only melee attacks will proc the slow+/poison+ etc. leaving it for Warrior/now Sin only. No wizz would melee missing 90% of the time for a small proc chance. Taos rarely melee so the same effect there. It would reduce their dps.

Your missing the point.

On all the DC items, A Speed will be the most effective Gem. The highest priced Mir-Ring would have A Speed+3, as speed affects both PA and Slow(more hits, more chances)

On the best DC items, Archers and warriors will be adding A. Speed that will be useless for the Sin. Infact it will actually reduce the Upgradability of the item for a Sin.
Whereas Sc and Mc items are unlikely to have speed Gemmed on.

Do you understand this theory I have put forward?
If I am more polite, will you then agree with this common sense? lol

I understand what you are saying. But what you've said there is invalid. Archers have no use for A.Speed, and Sins get it from skills anyway(more than any warr is likely to ever achieve). Warrs are the only class that benefits from A.Speed gemming, much like 80% of the gems only have any real use for warrior, this is how it has always been, until the introduction of sins. Which as stated, gets speed from skills anyway, so Archers and Sins will be pure DC/Agil or w/e gemming their kits the same.

On the best DC items, Archers and Sins will be adding DC that will not have as much use for a Warrior as A.Speed as you are stating. Infact it will actually reduce the Upgradability of the item for a Warrior in the same sense.

That's 2/3 classes wanting DC over speed, and therefore is mainly reducing their upgradability for warrs, if warr only wants to speed gem items.

A Sin simply wouldn't buy an item then has been gemmed with speed, much the same as they wouldn't want to buy a ThunderRing.
 
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Dorf

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Your missing the point.

On all the DC items, A Speed will be the most effective Gem. The highest priced Mir-Ring would have A Speed+3, as speed affects both PA and Slow(more hits, more chances)

On the best DC items, Archers and warriors will be adding A. Speed that will be useless for the Sin. Infact it will actually reduce the Upgradability of the item for a Sin.
Whereas Sc and Mc items are unlikely to have speed Gemmed on.

Do you understand this theory I have put forward?
If I am more polite, will you then agree with this common sense? lol

not really sure what you are on about here, unless items have a set number of 'additions' that you can make to an item. This flies in the face of every other server I've ever played, +7 was the max on EACH stat, so if you had +7 speed on a ring for example, wouldn't affect adding a diff stat to it, for example ac or mc. Unless this server is radically different, which from what I have been reading, it isn't, then this is the norm, however they might well have changed the % of gems/orbs working from +1 to +2 completely different.

Also, having re-read nemos post, 80% of gems are purely warrior based? Whatever you have been smoking, pass it around, there's a good lad. Since gemming started, there has been a massive argument about mc versus dc and to some extent sc. When you get up to FF lvl then mc starts making a difference, when you consider most mir clients allow higher luck on low dc weapons (ie wizz ones) much easier, then it becomes a real problem. It was thought on euro that 1 mc = approx 2.5 dc, but having played countless private servers, mc gems and orbs allow wizz to basically lvl at a rediculously fast pace, mainly due to the fact they can get high luck and high mc relatively easily.. I also ask him to get an agil of near 40 on a wizz, like +3 or +4 on every item, then see how easy it is to ff/ts whole lures of mobs that attack without magic.

Anyways, looking forward to something new, see you guys at the start
 
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Nemo

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Chronicles has a limit of +3 on any single stat, and a max of +7 total stats added to an item.

You clearly misunderstood what I was saying, DC/MC/SC do not hold equal value, no, I didn't say that they did.
And I'm still saying this as a 'before sins came along', because obviously now sins also have use out of the same gems as warrior.
Out of the 12 types of gems(skipping over dura), 5 have use ONLY for warrior(if you were meleeing on wizz/even tao I would question your playstyle), a couple more don't hold MUCH use to wizz/tao in many/most situations, only 2 of the 12 are useless to a warrior. 80% may have been an exaggeration, but actually, not much of one I don't think.
 
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