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Thread: Flaming weapon tech

  1. #1
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    Default Flaming weapon tech

    Feels like it got toned down and I never saw a patch note about it.

    If it wasn';t meant to be toned down please increase it again.

    If it was, I must ask why.

    it made pure melee fighters on par with casters in terms of damage over time. I don;t think its over powered...no mroe than the DCoM...which is rare and now does more damage...so if it could be changed to be in line with DCoM, I know I'd be happy.

    Should I send a ticket in on this also?
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  2. #2

    Default Re: Flaming weapon tech

    It hasn't been changed.
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  3. #3
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    Default Re: Flaming weapon tech

    alright sorry, I musta moved my tps...can you tell me waht effects the damage on the DCoM and flaming tech? Str? Power? Delay?
    Ignem Infernum - Abi in malum rem.
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    Think! Its not illegal...yet.
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  4. #4

    Default Re: Flaming weapon tech

    Strength.
    I was once told that Flame skill increased the damage from Flaming Weapon tech, but not so. For a test, hit a mob a few times, then drink a Fire Wiskey and see the damage difference (works best with a two-handed weapon).

  5. #5

    Default Re: Flaming weapon tech

    It had been toned down a bit right after it was released, back before the EI sale, but has not been changed since.

    Drev

  6. #6

    Default Re: Flaming weapon tech

    where does one get this flaming weapon tech? And is it like Hunter's Retribution or the Undead damage tech?
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  7. #7

    Default Re: Flaming weapon tech

    It is from one of the Beginner Warrior quest lines in New Trismus. It is more correctly a Tech Kit, meaning it is a one-use item and functions like a dye kit. It can only be added to a melee weapon and takes up one (1) technique slot, meaning the weapon in question has to have at least 1 tech slot unused. It cannot be removed and placed on another weapon later, so choose wisely. The kit is attuned and you cannot repeat the quest on that character to get another.

    Drev

  8. #8

    Default Re: Flaming weapon tech

    Thanks Drevar!
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  9. #9

    Default Re: Flaming weapon tech

    I went and tested this and I have to agree with Silverblaze that the damage has been significantly dropped. With a Mithral Battle Axe I was averaging between 120 and 150 damage per swing with the tech. The damage on it now has been halved. I am averaging around 65-70 per swing.
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  10. #10

    Default Re: Flaming weapon tech

    No change was made to it... I'm sorry if you think its lower, but it isn't.
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  11. #11

    Default Re: Flaming weapon tech

    Dunno if it may be the case, but the resistances on the specific mobs you are testing it on might have been tweaked or might already be high. It does flame damage so against anything resistant to flame it won't do as much. It can even be reduced to 0 since there is no skill backing up the "base" damage for it.

    Drev

  12. #12

    Default Re: Flaming weapon tech

    actullay the higher the level of the mob the less the flame damage does. I had out mine on a lvl 95 maul and was doin 200+flame damage on spiders lvl 6 and about 60-70 on emarlds

  13. #13

    Default Re: Flaming weapon tech

    i must say that damage is rly lowered and i have SS about it
    in the time when tech was intoduced to game flaming damage tech was 5-7flame damage
    and now is like 2-4 or something like that so yes its lowered down
    will also like to see that on old first time value
    otherwise is not rly usefull

  14. #14
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    Default Re: Flaming weapon tech

    Remember you played on Unity, where the game was not updated like here and thus old bugs and features stayed till the end.
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  15. #15

    Default Re: Flaming weapon tech

    Well its a tech from a beginner quest, like the other quest techs (the mage tech and cleric tech) they are nice but arent much useful in high lvls. I think it's ok how it is. ( and yes i have a biped with those techs )

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  16. #16
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    Default Re: Flaming weapon tech

    Quote Originally Posted by Vahrokh View Post
    Remember you played on Unity, where the game was not updated like here and thus old bugs and features stayed till the end.
    That's why you can notice something has changed

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  17. #17
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    Default Re: Flaming weapon tech

    used to do well over 100 at high levels...lame that it doesnt now...kinda sucks to save it and it be useless.
    Ignem Infernum - Abi in malum rem.
    Ixatchitxl the Defiler - Fafnir who? I was here first!
    Think! Its not illegal...yet.
    Adventuring: aka Genocide, Graverobbing, and Temple Desecration.

  18. #18

    Default Re: Flaming weapon tech

    I think it is outstanding considering I do 80+ free extra flame damage against mobs like zombie ogres. I rarely use melee, but when I do I go spear. The damage boost is huge for me, well worth waiting for the best crafted weapon and the cost of a tech slot. Considering it is totally intended for use on level 10-20 weapons I honestly find it about a half inch away from being an exploit, as is the Bone tech for bows. I can't really believe you expect to get uber bonus damage against the highest level monsters in the game when the quest to get the tech kit involved killing level 10 mobs.


    Drev

  19. #19
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    Default Re: Flaming weapon tech

    an exploit because it is damage based on delay and str?

    I'm sorry, this sounds irate and it kind of is...I do apologize.

    I feel if it is to be changed which I still think it was or something(the tech in question) was broken when something else was changed or fixed. it does 0 now. z e r o

    I understand some of you don't agree with the damage it does, however for folks who dont want to have to use spells it was a nice damage boost.

    I honestly feel that if it was called an exploit, it would be punishment for realizing it would do huge damage on a higher level weapon. Punishment for ingenuity, smart play, and thinking ahead isn't cool. I do not think that the case.

    It hits hard with me, I spose, since I prefer melee. My apologies if anyone is offended by my speaking, I just happen to disagree, with it being changed, or calling it an exploit.
    Ignem Infernum - Abi in malum rem.
    Ixatchitxl the Defiler - Fafnir who? I was here first!
    Think! Its not illegal...yet.
    Adventuring: aka Genocide, Graverobbing, and Temple Desecration.

  20. #20

    Default Re: Flaming weapon tech

    Against mobs that are resistant to flame damage or that have very high armor, yes it will be reduced to zero. Same as with the Bone tech on bows and creatures resistant to pierce. The bone tech is next to useless for me on t5 and t6 treants and beetles once they enter hardened shell. The damage is reduced to 0.

    No one, especially not a dev has suggested it is going to be changed. I also did not call it an exploit, but consider it nearly one because the way it is used is not the intended one that it was designed for.

    Also remember that ingenious and smart play can get you kicked out of a casino, even though it isn't illegal *wink*.

    Drev

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