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Expansion Spotlight: Weapon Damage Modifiers ⚔️

In our upcoming expansion, we're shaking up the weapon damage modifiers to introduce more variety and strategic depth to your character builds. We're also squishing the weapon skills, we explained that here in an earlier blog post.


Here's what's changing for damage modifiers and why:


Current System:

  • Club, Maul, Axe, 2-Handed Sword, Mace: Strength only

  • Longsword: Strength + Intelligence

  • Short Sword, Throwing Weapons: Dexterity only

  • Dagger: Dexterity + splash Intelligence

  • Unarmed: Dexterity + Endurance


New System:

  • Club: Strength only

  • Maul: Strength + Endurance

  • Axe: Strength + splash Dexterity

  • 2-Handed Sword: Strength + Dexterity

  • Mace: Strength + Intelligence

  • Longsword: Strength + Intelligence

  • Short Sword: Dexterity + splash Strength

  • Throwing Weapons: Dexterity only

  • Dagger: Dexterity + splash Intelligence

  • Unarmed: Dexterity + Endurance



Do two-stat weapons deal more damage than one-stat weapons?

No, two-stat weapons don't deal more damage. They are balanced to be on par with one-stat weapons.


Can you clarify "splash"?

A splash stat is a secondary stat that contributes less to the weapon's overall damage compared to the primary stat.


What about my ASGW!?

ASGW remains the top dog damage dealer with clubs, mauls and axes while still remaining very competitive with 2-handed swords. And with the new weapon skills, most ASGW will likely favor Heavy 2-Handers, which conveniently, is clubs and mauls.


What about my __ build?!

There's a 100% chance these changes are a buff to that build/archetype. These changes are being made specifically to bring up other builds.


Will I be able to respec?

Skills, yes. Everyone will have their skills reset and build points refunded on expansion launch day. Additionally, a Bauble of Respec will be available for sale in game. Stats however, no, we will not be launching that feature yet.


Why are you making these changes?

We want to encourage diverse builds and we want all the weapons to be viable options. The issue has always been it's not worth sacrificing any strength for more dodges or spell power because you end up being bad at two things instead of great at one.


And again, to be clear, ASGW is still the top melee damage dealer... but this change may help close the gap, where your unique build is not doing as much raw melee damage, but the sacrifice in damage is now closer in value to the gain in other things.

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