Ghost / Warp Weapons

Tempus

Staff Emeritus
I think these weapons are pretty fair on Dmg / Dly for the level they are intended to be used and the price point they ultimately should fall in to of 120 - 200pp, but one thing every other dropped weapon has in this level range is stats. Now I wouldn't want anything Earth shattering to be added to them, but throwing them a little love in the ac / stat / hp / mana / resist department would go along ways towards player perception that they are on par with the dropped weapons in this same range.

Maybe focus the Ghostmetal stats a little more hybrid / caster:

On 1 Handers:
CHA: +5 WIS: +5 INT: +5 HP: +10 MANA: +25
SV POISON: +3 SV DISEASE: +3

On 2 Handers:
AC: 5
CHA: +10 WIS: +8 INT: +8 HP: +20 MANA: +50
SV POISON: +6 SV DISEASE: +6 SV MAGIC: +3

And the Warpmetal a tad more pure melee:

On 1 Handers:
DEX: +5 STR: +5 STA: +5 HP: +20
SV MAGIC: +5

On 2 Handers:
AC: 10
DEX: +10 STR: +10 STA: +8 HP: +45
SV MAGIC: +10

Right now ghostmetal and warpmetal weapons do not sell very well because they look naked compared to droppable weapons in the save level req range of 30. I think by just adding a few stats to flesh them out they will be much more competitive.

EDIT: Before anyone chimes in with OMG LOL THOSE ARE WAY TO HIGH, please feel free to discuss where you think the appropriate stat levels should be without resorting to the previously outlined response.
 
I like those ideas.

I always wondered what the real use of this weapons could be besides skilling up with some of the newer weapons that came into the game. I decided to not buy crafted weapons for the dropped weapons of choice I could buy or get myself for said alts were way better. I'm in favour of everything that makes undervalued tradeskill armor/weapons/augments more desireable.
 
Considering the skill and cost, these weapons do deserve some stats. They already have a rec level, so it is not as if they will become insanely overpowered or anything.
 
I completely agree. I gave my rogue ghost & warp Tel Va's, simply because I was skilling on them (she's level 35). Since I never level her (go, go, miner!) I never use these weapons, as I've picked up a couple better ones in the 1-200pp range.

Personally, when I was skilling on ghost/warp weapons, the only reason I sold them was Kero's clearance night (except ulaks/knuckles). I sat on a listsold damn near full for a week, sold 'em all for 75-100pp just to get rid of them. Two days later, people are reselling for 100-125pp, because they could find better.

More stats to entice people to buy these, and for them to be a legitimate upgrade in your 30's, would be awesome.
 
lynnettell said:
I completely agree. I gave my rogue ghost & warp Tel Va's, simply because I was skilling on them (she's level 35). Since I never level her (go, go, miner!) I never use these weapons, as I've picked up a couple better ones in the 1-200pp range.

Personally, when I was skilling on ghost/warp weapons, the only reason I sold them was Kero's clearance night (except ulaks/knuckles). I sat on a listsold damn near full for a week, sold 'em all for 75-100pp just to get rid of them. Two days later, people are reselling for 100-125pp, because they could find better.

More stats to entice people to buy these, and for them to be a legitimate upgrade in your 30's, would be awesome.

I have a character with a full listsold of various 1h and 2h versions of both Ghost and Warp weapons priced form 120 - 200pp, I haven't sold any in over 2weeks, some have been there for over a month.
 
Excuse my disgust while I deal with smiths trying to make mithril into deepmetal prices for newbs. 70pp to a level 10 is like 2kpp for a level 60. It ain't happeneing quickly. It will happen... but with that 70pp that some people are trying to charge for weapons, those level 10-15's are going to say screw that! I can get this armor upgrade, and deal with my crappy sword, because when I get close to 30, I can pay double that, and get a heck of a lot better on ghost/warp!

/em backs up, takes a deep breath....

Yep, like I said, I had to clearance them, and I'm pretty sure those same weapons are floating around.
 
lynnettell said:
Excuse my disgust while I deal with smiths trying to make mithril into deepmetal prices for newbs. 70pp to a level 10 is like 2kpp for a level 60. It ain't happeneing quickly. It will happen... but with that 70pp that some people are trying to charge for weapons, those level 10-15's are going to say screw that! I can get this armor upgrade, and deal with my crappy sword, because when I get close to 30, I can pay double that, and get a heck of a lot better on ghost/warp!

/em backs up, takes a deep breath....

Yep, like I said, I had to clearance them, and I'm pretty sure those same weapons are floating around.

Now we will return to the topic of this thread which is ghostmetal and warpmetal weapons. If you want a place to discuss other smiths pricing on mithril weapons please make a thread for it.
 
I like these ideas but I like the idea of ac and hp on the tank weapons more than the stats. I think that would make them far more appealing to the melee classes which need them because of gear dependency.
 
Something I would be looking at personally is how much they cost, in comparison to droppables that would be in the same price range, for the levels they are intended for. Off the top of my head, it's not good. I've always thought they needed more stats and as a progressing blacksmith (attempting to null the pain of upping pottery, because it blows now compared to before) I wouldn't even really attempt to recoup cost with them atm because I simply would not expect them to sell very well at all. But then again, this is no surprise. Since day 1 that I've been on the server (my 2nd actual char being an sk) I had 0 desire towards getting any of the crafted weapons whatsoever. Something is definitely needed. Personally I wouldn't be averse to adding gems to them like the lower weapons, as well as a stat increase.
 
Nurgock said:
I like these ideas but I like the idea of ac and hp on the tank weapons more than the stats. I think that would make them far more appealing to the melee classes which need them because of gear dependency.

I don't want to make the over powered compared to their dropped counter parts, but rather on par with them. There aren't just a ton of 1handers running around with lots of AC and HPs on them. I think a mild amount of balanced (not min/maxed) stats are in order to flesh these out just a bit.

vistachiri said:
Personally I wouldn't be averse to adding gems to them like the lower weapons, as well as a stat increase.

I don't think adding more vendor cost in order to get stats is the right answer. Also, someone would have to code all those new combines that currently do not exist x # of weapons X # of gems to be used. That would end up being an extreme amount of work for what can be done with a simple and quick fix of just tossing them some minor balanced stats and keeping the current vendor cost as is.
 
I'm for adding stats on these weapons.

My Monk does still use Ghostmetal weapons, but thats mainly from me not bothering to sink more PP into a alt.

The ratios are definitely good, its the stats like you have all mentioned. What you have proposed for stats look fine to me (even if it means my monk would switch to warp over his current ghost)

Along with adding stats to these I would still like to see Smithed Shields, and Knight 1hers added to smithing.
 
Kirin Folken said:
Along with adding stats to these I would still like to see Smithed Shields, and Knight 1hers added to smithing.

I agree with this 100%, I would be all for changing one or 2 of the current 1hb and 1hs recipes to knight only and juicing up the ratio a bit. As it is currently there are so many 1hb and 1hs that are basically the same exact ratio that the only difference is the look, converting a few to knight use would be very welcome.
 
I agree...I always wondered why there were no knight specific 1 handers that could be smithed. No knight would want to be using a 13/26 1hs. :)
 
kukov said:
I agree...I always wondered why there were no knight specific 1 handers that could be smithed. No knight would want to be using a 13/26 1hs. :)

I know when I leveled up my paladin it really bothered me that there was a total lack of knight 1h weapons to use. I found myself useing the same weapons dual wielders were useing, which gimped my Damage output. The First break I got was getting one of those Spritual Swords out of PAW (which comes off a 40 somthing level Gnoll). Hardly something someone in there uppper 20s low 30s should be useing.
 
I think adding stats to this weapons is a good idea, but you shouldnt generalize on the

Maybe focus the Ghostmetal stats a little more hybrid / caster and the Warpmetal a tad more pure melee

and also do different stats according to the actual weapon kind. Im mainly posting this because Ghostmetal weapons are 0.0 weight and make the perfect monk weapons for that level, and adding caster stats would really only benefit a beastlord.

The overall idea of adding minor stats is A+ though
 
Monance said:
I think adding stats to this weapons is a good idea, but you shouldnt generalize on the

and also do different stats according to the actual weapon kind. Im mainly posting this because Ghostmetal weapons are 0.0 weight and make the perfect monk weapons for that level, and adding caster stats would really only benefit a beastlord.

The overall idea of adding minor stats is A+ though

Beastlord / Paladin / Ranger / Shadow Knight / Bard / Priests who Melee all benefit from having caster stats on ghostmetal, and it would be a fair trade off for any monks who want to have weightless weapons to have to sacrifice the melee stats on the warpmetal.
 
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