Weapon Attachments: Difference between revisions

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Created page with "values need balanced, 5 on everything is placeholder Melee Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5% Basket Hilt (All Non-Wrestling) - DCI 5% Whetstone (Bladed and Piercing Weapons) - +5 Base Damage Ranged Bayonet (Rifles, Shotguns) - DCI 5% Scope (Rifles) - 5% HCI Gun Oil (all firearms) - 5% Swing Speed Increase Weighted Grip (Pistols) - 5% HCI"
 
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values need balanced, 5 on everything is placeholder
values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.


Melee
==Melee==


Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%
*Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%
Basket Hilt (All Non-Wrestling) - DCI 5%
*Basket Hilt (All Non-Pugilism) - DCI 5%
Whetstone (Bladed and Piercing Weapons) - +5 Base Damage  
*Whetstone (Bladed and Piercing Weapons) - 5% damage increase
*Barbed Wire Wrap (All Non-Bladed and Piercing) - 3% damage increase
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%
*Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase
*Fur Handle - 3 Cold Resist
*Knuckle Spikes (Pugilism) - 5% damage increase
*Electro-Coil Adapter (all piercing) - 50% Energy Damage
*Hydraulic Shock Booster (all bludgeoning) - 5% damage increase
*Thermal Conductive Edge (all bladed) - 50% Fire damage
*Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase
*Tesla-Arc Generator (All Flails & Whips) - 50% Energy Damage


==Ranged==


*Balanced Stock (Rifles/Shotgns) - HCI 3%
*Bayonet (Rifles, Shotguns) - DCI 5%
*Scope (Rifles) - 5% HCI
*Muzzle Choke (Shotguns) - 5% HCI
*Gun Oil (all firearms) - 5% Swing Speed Increase
*Weighted Grip (Pistols) - 5% HCI
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase
*String Wax (Bows/Crossbows) - 5% HCI
*Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase
*Magnetic Recoil Dampener (all firearms and bows) - 5% HCI
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage


Ranged


Bayonet (Rifles, Shotguns) - DCI 5%
==Special Arrows==
Scope (Rifles) - 5% HCI
*Poison Arrows-
Gun Oil (all firearms) - 5% Swing Speed Increase
*Weak Poison - 25% Poison Damage
Weighted Grip (Pistols) - 5% HCI
*Poison - 50% Poison Damage
*Strong Poison  - 75% Poison Damage
*Deadly Poison - 100% Poison Damage
*Fire Arrow - 50% Fire
 
 
==Melee Poisons, Toxins, and Coatings==
 
*Weak Poison - 25% Poison Damage
*Poison - 50% Poison Damage
*Strong Poison  - 75% Poison Damage
*Deadly Poison - 100% Poison Damage
 
*Pyrokinetic Catalyst Oil - 25% Fire Damage

Latest revision as of 19:19, 12 May 2026

values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.

Melee[edit]

  • Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%
  • Basket Hilt (All Non-Pugilism) - DCI 5%
  • Whetstone (Bladed and Piercing Weapons) - 5% damage increase
  • Barbed Wire Wrap (All Non-Bladed and Piercing) - 3% damage increase
  • Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage
  • Balanced Haft (Axe, Hammer, Spear) - HCI 5%
  • Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase
  • Fur Handle - 3 Cold Resist
  • Knuckle Spikes (Pugilism) - 5% damage increase
  • Electro-Coil Adapter (all piercing) - 50% Energy Damage
  • Hydraulic Shock Booster (all bludgeoning) - 5% damage increase
  • Thermal Conductive Edge (all bladed) - 50% Fire damage
  • Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase
  • Tesla-Arc Generator (All Flails & Whips) - 50% Energy Damage

Ranged[edit]

  • Balanced Stock (Rifles/Shotgns) - HCI 3%
  • Bayonet (Rifles, Shotguns) - DCI 5%
  • Scope (Rifles) - 5% HCI
  • Muzzle Choke (Shotguns) - 5% HCI
  • Gun Oil (all firearms) - 5% Swing Speed Increase
  • Weighted Grip (Pistols) - 5% HCI
  • Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase
  • String Wax (Bows/Crossbows) - 5% HCI
  • Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase
  • Magnetic Recoil Dampener (all firearms and bows) - 5% HCI
  • Voltaic Shot Capacitor (all firearms) - 25% Energy Damage


Special Arrows[edit]

  • Poison Arrows-
  • Weak Poison - 25% Poison Damage
  • Poison - 50% Poison Damage
  • Strong Poison - 75% Poison Damage
  • Deadly Poison - 100% Poison Damage
  • Fire Arrow - 50% Fire


Melee Poisons, Toxins, and Coatings[edit]

  • Weak Poison - 25% Poison Damage
  • Poison - 50% Poison Damage
  • Strong Poison - 75% Poison Damage
  • Deadly Poison - 100% Poison Damage
  • Pyrokinetic Catalyst Oil - 25% Fire Damage