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Separate weapon modules from other trinkets

2 replies [Last post]
Wed, 10/26/2011 - 13:03
Giannii's picture
Giannii

As it is no one has a use for the spark trinkets after comparing them to weapon modules. Second, the spark trinkets arent very strong at all, they give very minor bonuses. Also given the shadow key update it seems you want extra money :P

1. Make two extra trinket slots for weapon modules only (and possibly heart pendants), and keep the current slots for the other type of weaker trinkets, the prices at boost shouldnt increase since you are doubling the cost already, but whatever.

2. Just like armors get accessories, make the weapon slot modules use an accessory slot for weapons instead of a trinket slot. Using the same mechanic, bound to the weapon and lost if removed. It brings money to you since everyone will rush to spend energy on these modules for their every weapon. instead of getting up to two of each and never buy again. I feel this would have been better than releasing shadow keys to cover costs.

Wed, 10/26/2011 - 23:02
#1
Starlinvf's picture
Starlinvf
I'm gonna say this right now

I'm gonna say this right now before this goes any further...... We are REALLY close to turning the gear system into a major stack fest. The function your suggesting is already filled by UVs, but yours has an insane additional cost attached to it with slotted weapons.

The game already has a +6 hard cap for any particular bonus. And at the rate things are going, we're gonna end up having Max bonus in at least 4 different areas per character on a full load out. In PvE its one thing, but Lockdown adds a pressing need to balance weapons out so they don't create heavy separation between players who can only afford 1 set of armor, and players who can dump tons of CE into owning every thing in the game.

Thu, 10/27/2011 - 00:21
#2
Giannii's picture
Giannii
Ok you tackle it more from

Ok you tackle it more from the pvp angle, so I'll tackle it too from that angle as well although I don't pvp much.

I believe this closes the gap some, first, the spark trinkets are "cheap" (free) which means the average player will have more defense than they have now since they can afford these trinkets. Of course, the rich player will too. I dont know if defense gives diminishing returns as I play pve more and favor status resistance, if it did the gap would decrease. But cant comment if the gap will increase, decrease, or remain constant here.

For weapons, the module trinkets are expensive, specially to "poor" players, but still less so than buying max uvs. So it is expensive but accessible to them. A "poor" player will not have too many weapons anyway, if they have two, they would spend the same amount basically. If they have more you have a point that I'm making it more expensive to them. On the other hand, it's pvp, as such you want to specialize, so the poor player still gets a good return on their investment.

Now I don't say these numbers are without mistakes, just offering them as numbers instead of saying this is better or this is not. Using these calculations as reference only: http://forums.spiralknights.com/en/node/26425 They are for blitz needle, not a sword, and they arent for hack and slash, they are for charges, sorry.
Also assuming that each lvl of damage adds 5% damage.

Currently possible:
Rich Player - Gran Faust VH ASI UV + 1 Weapon damage module + 1 ASI Module + Skolver Set with whatever UV -> Gran Faust with +6 asi, +6dmg -> effectiveness: 111.31%*1.3 = 144.703%
Poor Player - Gran Faust + 2 ASI modules + Skolver Set -> Gran Faust with +4asi +4dmg -> effectiveness: 107.26%*1.2 = 128.712%
The rich player has 12.42% better effectiveness than the poor player. His sword is 12.42% better than the other guy.

Moving weapon modules from trinkets to weapons:
Rich Player - Gran Faust VH ASI UV + 1 ASI module (or dmg, whatever) + Skolver Set -> +6asi +4damage -> effectiveness: 111.31%*1.2 = 133.572%
Poor Player - +2asi +4 damage -> 103.5%*1.2 = 124.2%
The rich player has 7.55% better effectiveness than the poor player.

So, the gap decreased by moving the current 2 weapon modules to a single module slot on the weapon itself.

There are problems with my calculations, one, I'm comparing apples to oranges, then, they are approximations to reality, then they use blitz needle as reference, not gran faust or barbarous thorn blade. I have listed the assumptions I made. Due to rounding, frame breakpoints, or health, defense, damage breakpoints that are present on pvp min-maxing the gap may actually increase since the poor player may now need one hit more, while the rich one remained unaffected (due to these breakpoints). Since we dont have exact numbers I dont have the interest on doing it better, ooo will have to do the calculations themselves, that's if they care about my suggestion.

Finally if you read my last line I was just suggesting these as a way to generate more revenue without having to resort to shadow key patch levels, so yeah it does make things more expensive, but its easier to swallow :P

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