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    Non-stat scaling weapons

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    Post by IV_Mark_VI Sat Apr 06, 2013 9:59 pm

    After playing dark souls extensively, I hope they remove non-scaling items, such as the elemental weapons, and pyromancy. If not removed, the only other way I would want it implemented that if they don`t scale with stats, they scale with area. In the burg they do 100 damage, parish 110, sens 130, etc). Whatever numbers are appropriate.

    Pyromancy always felt off; I felt it should have scaled off of something, even resistance.

    Either way, these were the major issues with griefers; weapons that do large amounts of damage at low levels in low level areas. The low level areas are important; if you are low level in later stages, it`s obvious it`s a conscious choice, so griefing would be just fine.

    If these weapons scaled with areas, it would still allow low level play throughs. So... either get rid of them completely (my choice) or make them scale with area. Only ways that make sense IMO.
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    Post by raecor14 Sun Apr 07, 2013 6:58 am

    without scaleless weapons there would be a whole lot less multicalsses.
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    Post by steveswede Sun Apr 07, 2013 7:42 am

    IV_Mark_VI wrote:Either way, these were the major issues with griefers

    So because you have issues with people in multiplayer you want to nerf the single player?
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    Post by Dibsville Sun Apr 07, 2013 7:43 am

    Lol.
    +15 weapons are just as good as elementals for griefing.
    Unfortunately, I can say that from experience.
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    Post by User1 Sun Apr 07, 2013 7:44 am

    Griefing is something I have refused to do. It just seems morally evil to me.
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    Post by Dibsville Sun Apr 07, 2013 7:45 am

    It does to me now, but that's because I was never really griefed all that much on my first playthrough, I was SL 80 by the time I got to O&S simply because of the Forest Cov. God I miss my Lightning Spear days.
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    Post by User1 Sun Apr 07, 2013 7:48 am

    Lightning Spear was my saviour on my first playthrough.
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    Post by Dibsville Sun Apr 07, 2013 7:49 am

    Back when elementals weren't nerfed.
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    Post by User1 Sun Apr 07, 2013 7:53 am

    Oh, those days..
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    Post by Dibsville Sun Apr 07, 2013 7:54 am

    Elemental Ricard's Rapier
    1.4k damage per Riposte with Hornet's
    Rapier hit even harder
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    Post by User1 Sun Apr 07, 2013 7:55 am

    Chaos Rapier +5, 10 humanity, Hornet Ring is the simplest yet most used parry spam loadout to date.
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    Post by Dibsville Sun Apr 07, 2013 7:56 am

    I still use it when I'm making builds
    Although I haven't made a chaos weapon in months, I stick to Fire +5, that's all I need.
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    Post by Rayko Sun Apr 07, 2013 7:56 am

    Well, I think, it would be great if elemental weapons were weaker, so their phys + elem damage would be equal to phys damage of +15 (in DS it two times higher or so sometimes). But there is also should be an "Elemental weakness" parameter that, well, would scale the damage of elemental weapons.
    In my opinion that change adds some sense to choosing different upgrades for your weapon. And as there are piercing, slashing and bashing defence, there can be also special upgrades for making weapon scale by some "Physical weakness" that can be calculated by something like "Type attack power/type defence"
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    Post by User1 Sun Apr 07, 2013 7:58 am

    A Fire Claw +10 is actually pretty good at parrys.

    And, that does work, some elemental damage is subtracted by the other form of defense, so the power it gives to other enemies may be lowered.
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    Post by Dibsville Sun Apr 07, 2013 7:58 am

    Rayko wrote:Well, I think, it would be great if elemental weapons were weaker, so their phys + elem damage would be equal to phys damage of +15 (in DS it two times higher or so sometimes). But there is also should be an "Elemental weakness" parameter that, well, would scale the damage of elemental weapons.
    In my opinion that change adds some sense to choosing different upgrades for your weapon. And as there are piercing, slashing and bashing defence, there can be also special upgrades for making weapon scale by some "Physical weakness" that can be calculated by something like "Type attack power/type defence"
    Elementals were weakened, it used to be that an elemental +0 would be equal to the weapon it was upgraded from but without scaling, with extra damage, ex: a Rapier could have 168 attack +50 scaling, when upgraded to fire +0, it became 168-168.
    Now when upgraded it would go to 145-145 or something.
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    Post by Forum Pirate Sun Apr 07, 2013 8:33 am

    elemental weapons deal split damage, which usually means the actual damage it does is 2/3rds- 3/4ths of a fully scaled +15.

    Besides that, it wouldn't make a difference. If I'm in full giants +5 I could be using just about any weapon and grief just fine. A +5 estoc won't do jack squat, so all I'd have to do is start swinging, you'll die eventually (long before me with your whopping 20 damage per hit)

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