Main hand damage bonus

Jorlen

Dalayan Beginner
Heya guys. Just have a quick question about main hand damage bonus for the melee classes. Has it been modified at all?

I've seen weapons with delays of 10 and so forth and I know those were removed from EQ because of the amount of damage they dealt coupled with the damage bonus.

Forgive me if this information is available already but I've gone through every resource I could find and found no mention of this.

Thanks,
 
IIRC, Damage bonuses have been disabled/are not working on SoD due to balence reasons.

Edit: Booo Hommogenn types faster than me. :mad: =p
 
You're right. There are bonuses to two-handed weapons, though I'm not exactly sure how they work.
 
From another thread regarding 2h weapon damage bonuses:

Wiz said:
Weapons on [SoD] do not have the traditional damage bonus, they have a damage bonus irrelevant of skill that scales with the delay. The REASON fast weapons were ungodly on live is that the bonus was the same regardless of delay, which meant that a 14 damage bonus 3/10 weapon would kick the crap out of a 6/20 weapon with the same damage bonus.

... go pick up a thingypoker (3/9)... and try it versus a mastercrafted 2hander (22/45). See which one deals the most damage.

Ratio is all that matters in [SoD] - Ratio, Double Attack chance and Dual Wield chance. a 10/20 weapon performs the exact same damage-wise as a 20/40 weapon, but taunts more, whereas the 20/40 is better for ripostes on both ends (Less being riposted, higher damage ripostes for yourself).
 
So as far as I understand from what's been posted so far, damage bonuses in general (including those for 2h weapons) have been disabled, and now all that matters, is the ratio of the weapon.

IF this is the case, then the ratio of a 2h weapon would have to be significantly better than a one handed weapon to compensate for duel wield.

Hrm, no damage bonuses eh?  Do the pure melee classes (rogue/warrior/monk) get any other sort of melee bonuses?  If not, that means a druid with the same weapon (discounting double attack / duel wield of course) would deal the same amount of damage as a monk would. There must be something I'm missing =)
 
Priests have lower skill caps and stuff, meaning they have less chance to hit, less damage per hit (ATK), no DW, no riposte, no double attack, no triple attack, no styles other than the base 3. However, yeah, priests can, in fact, do decent damage per hit in melee. Otherwise, what would be the point of giving them the skill at all?

DW weapons tend in the 1:3 to 1:2 range, current knight 1h go about 3:4, and 2h weapons routinely go better than 1:1.

Next, you have to consider the styles. Some require a certain weapon type.

Procs only go off on a hit.

Not all of us do it, but with the changes to meditate, the intention is for casters and priests to melee when not actively casting a spell. What would be the point if they could only do 14 points of damage per fight at level 65?
 
I Agree on all points you mentioned, however you have to keep in mind that the damage bonus played a very significant part of pure melee damage output. Damage bonus was applied, in full, to each and every hit, and this is what helped compensate warriors, monks and rogues for their lack of casting abilities, etc.

I absolutely agree that casters and hybrid classes should be able to deal decent melee damage, but what I don't understand is what the pure melee classes get in return for this huge loss in damage output. Don't get me wrong here, guys. I'm not ranting, or asking for changes to be made; I'm simply trying to understand this new system.

Once I do however, I may have to rethink which class I wish to play, simply because I haven't yet grasped the scope of game mechanic changes that have been applied with Shards of Dalaya.

moghedancarns said:
Priests have lower skill caps and stuff, meaning they have less chance to hit, less damage per hit (ATK), no DW, no riposte, no double attack, no triple attack, no styles other than the base 3.  However, yeah, priests can, in fact, do decent damage per hit in melee.  Otherwise, what would be the point of giving them the skill at all?

DW weapons tend in the 1:3 to 1:2 range, current knight 1h go about 3:4, and 2h weapons routinely go better than 1:1.

Next, you have to consider the styles.  Some require a certain weapon type.

Procs only go off on a hit.

Not all of us do it, but with the changes to meditate, the intention is for casters and priests to melee when not actively casting a spell.  What would be the point if they could only do 14 points of damage per fight at level 65?
 
Think of it as a system using the same names and art that you knew before, with none of the same mechanics, and you got it.

Styles, triple attack, inate criticals, and weapons with extremely good ratios keep the differing melee in the running.

Warriors and Shadow Knights are not high damage, comparitively. They are Tanks. Paladins, Rogues, Rangers, and Monks are melee DPS.

If it makes you feel any better, landing a spell in SoD is no picnic for the casters. Greens routinely resist level 60+ spells costing in excess of 500 mana a shot. You, as a player, will resist the spells of mobs often as not.
 
Jorlen, weapon ratios are generally better on SoD than what they would be if there was a main hand damage bonus. Wiz did not just take out damage bonuses and say "Well my job is done here!"

Also, you are only level 7 of course your weapons are going to suck, compare them to rusty short swords etc from live that is about the stage you are at now.
 
moghedancarns said:
Think of it as a system using the same names and art that you knew before, with none of the same mechanics, and you got it.

Styles, triple attack, inate criticals, and weapons with extremely good ratios keep the differing melee in the running.

Warriors and Shadow Knights are not high damage, comparitively. They are Tanks. Paladins, Rogues, Rangers, and Monks are melee DPS.

If it makes you feel any better, landing a spell in SoD is no picnic for the casters. Greens routinely resist level 60+ spells costing in excess of 500 mana a shot. You, as a player, will resist the spells of mobs often as not.

Hehe, yeah. Not that I'm 60th level or anything, but even at 15 last night, my Druid's spells were getting routinely resisted as I was just trying to harvest some bat wings off of green bats in Centaur Hills.
 
There are things to help with resists though. Resists of a mob are modified by the players Cha and by their skill in Focus/Mind. Max focus/mind of 250 grants a 10% reduction of resists. I do not know of any cement numbers for cha effect but I noticed a difference when I took my Mage's cha past 100.
 
Ya addled brained gnome! I was taking those things into account. =)

Besides, I am the one usually giving you the CHA buff.


My DPS is universally Caress and Kreacher, mostly just Kreacher. I doubt anyone is looking my way with DPS envy.
 
moghedancarns said:
Ya addled brained gnome!  I was taking those things into account. =)

Pffftt.. My cha without your help is 231 so there!

Otherwise, I have to say that the melee damage system is alot more realistic here. You get what you see more often than not. I like the straightforwardness of it.
 
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