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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to 24: flame blade improvement</title><link>https://sourceforge.net/p/havok/feature-requests/24/</link><description>Recent changes to 24: flame blade improvement</description><atom:link href="https://sourceforge.net/p/havok/feature-requests/24/feed.rss" rel="self"/><language>en</language><lastBuildDate>Sun, 13 Jun 2004 20:20:06 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/havok/feature-requests/24/feed.rss" rel="self" type="application/rss+xml"/><item><title>flame blade improvement</title><link>https://sourceforge.net/p/havok/feature-requests/24/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;As something interesting to do for the druids, why not &lt;br /&gt;
make flame blade into a more potent weapon in two &lt;br /&gt;
ways.  First, let's come up with a way to add some fire &lt;br /&gt;
damage to it.  My idea for this is to add a generic &lt;br /&gt;
weapon effect "spell" that can be used for all sorts of &lt;br /&gt;
different weapons.  In that "spell" we add in checks for &lt;br /&gt;
the different weapons that we have.  This could let us &lt;br /&gt;
wield a great deal of control over creating "interesting" &lt;br /&gt;
effects.&lt;/p&gt;
&lt;p&gt;My idea for flame blade is to make it one of the best &lt;br /&gt;
slashing weapons available in the game, but make in &lt;br /&gt;
unusable by anybody besides the caster.  This is already &lt;br /&gt;
in place, the current spell calls equip_char() which &lt;br /&gt;
bypasses the "WIELD" check.  So just create a flame &lt;br /&gt;
blade without the "WIELD" flag.  The druid can use it &lt;br /&gt;
after casting the spell, but if he removes it, it's useless, &lt;br /&gt;
to both him and anybody else.&lt;/p&gt;
&lt;p&gt;Then let's up the damage of it into the HellReaper &lt;br /&gt;
damage range.  Currently the best a flame blade can do &lt;br /&gt;
is average 12.5 damage.  HellReaper is 16.5, so a bump &lt;br /&gt;
there, maybe up to about 14, and to make it +5 to hit.&lt;/p&gt;
&lt;p&gt;Then as part of the spell effect, do a small amount of &lt;br /&gt;
fire damage on every swing, something in the 4-8 &lt;br /&gt;
range.  Enough so that it is "better" than HellReaper &lt;br /&gt;
against a mob with no resistances, close to equal &lt;br /&gt;
against a fire resistant mob, and worse against an &lt;br /&gt;
immune mob.&lt;/p&gt;
&lt;p&gt;That was my thought for both some druid help, and a &lt;br /&gt;
new way to introduce advanced weapon features.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">rick peplinski</dc:creator><pubDate>Sun, 13 Jun 2004 20:20:06 -0000</pubDate><guid>https://sourceforge.netc77947b8fefbe345bb8c03dd76088009d6048907</guid></item></channel></rss>