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Upgrades and the speeds

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I think I did see finito mention that it's possible that bow loose speed the further you are aiming. I think it's amazing idea.
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[quote="LOTSO"]I think I did see finito mention that it's possible that bow loose speed the further you are aiming. I think it's amazing idea.[/quote]
"GANONPK"Bows should be capped at 800 recoil or reduce their range.


and we cant kill you :D
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[quote="INUYASHA"][quote="GANONPK"]Bows should be capped at 800 recoil or reduce their range.[/quote] and we cant kill you :D[/quote]
Staff needs a 4th and 5th aura(both races), no idea why mages are neglected when every other weapon has a 4th and a 5th aura. Atm the meta of Hsoma is 'archer soma' with 550-600 double hitter bows, bows need to do less damage the further you are from your opponent or the new staff auras need to be able to compete with the retarded speed. This would also make swords/axes/spears more viable.
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[quote="ZYZZ"]Staff needs a 4th and 5th aura(both races), no idea why mages are neglected when every other weapon has a 4th and a 5th aura. Atm the meta of Hsoma is 'archer soma' with 550-600 double hitter bows, bows need to do less damage the further you are from your opponent or the new staff auras need to be able to compete with the retarded speed. This would also make swords/axes/spears more viable. [/quote]
give devils the chance to add evasion on their armor pls
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[quote="MANTICORE"]give devils the chance to add evasion on their armor pls[/quote]
Grim Crossbow[Intense] Grim Crossbow+1
Attack : 91~121
Weight : 39
Durability : 2075
Speed : D(1050)

Req. Dex : 119
Req. Skill : 135
this went from 1128 to 1050,

might be random?
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[quote="BRAINSTORM"][item post=104388 index=0] this went from 1128 to 1050, might be random?[/quote]
what a terrible weapon soo fking slow go +5 or nothing
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[quote="MANTICORE"]what a terrible weapon soo fking slow go +5 or nothing[/quote]
"MANTICORE"what a terrible weapon soo fking slow go +5 or nothing


+1
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[quote="JAMIS"][quote="MANTICORE"]what a terrible weapon soo fking slow go +5 or nothing[/quote] +1[/quote]
Sword of Darkness[Intense] Sword of Darkness+5
Attack : 102~128
Weight : 39
Durability : 2207
Speed : B(865)

Req. Str : 136
Req. Skill : 135


1080 this started
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[quote="THE_ONE"][item post=104401 index=0] 1080 this started[/quote]
Nerf bows
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[quote="KNUCKLES"]Nerf bows[/quote]
Brain sell me this xbow
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[quote="WAGAWAGA"]Brain sell me this xbow [/quote]
LOTSOI think I did see finito mention that it's possible that bow loose speed the further you are aiming. I think it's amazing idea.


This makes sense.

Different game series based on running about as squad of 2-6 players of different classes whereas on soma you are but one person - so should be taken with a pinch of salt; but I can remember from playing Icewind Dale, Baldurs Gate and the likes (D&D Rules) that you had accuracy penalties for ranged attacks outside a prescribed range of your weapon i.e. a shortbow that can fire 60 feet suffers no penalty up to 60ft then outside that range it starts to incur accuracy penalties.

I also recall another rule which made sense and I think would be effective in reducing bows dominance:

Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.


This did apply to as balancing for all ranged attacks (inc magic) to stop people teeing off at all ranges with impunity so may not be too applicable. Though some kind of accuracy penalty at range 1 makes perfect sense (hence why in wars during medieval times, archers would carry a short sword as a sidearm, as a bow is useless if someone managed to close the distance on you.)

Then again, I don't think these rules need apply for PVE so I don't know how that could be implemented.

But its all food for thought really - if your looking for implementation of rules regarding a 'fantasy' style game (swords, shields & magic) you cant go wrong with looking at D&D rules for inspiration; they are well thought out, thorough and make perfect sense (as much zapping goblins with magic can make sense that is).

This should probably be in the suggestions section really - Sorry for the de-rail!


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[quote="NEVENA"][quote=LOTSO]I think I did see finito mention that it's possible that bow loose speed the further you are aiming. I think it's amazing idea.[/quote] This makes sense. Different game series based on running about as squad of 2-6 players of different classes whereas on soma you are but one person - so should be taken with a pinch of salt; but I can remember from playing Icewind Dale, Baldurs Gate and the likes (D&D Rules) that you had accuracy penalties for ranged attacks outside a prescribed range of your weapon i.e. a shortbow that can fire 60 feet suffers no penalty up to 60ft then outside that range it starts to incur accuracy penalties. I also recall another rule which made sense and I think would be effective in reducing bows dominance: [quote=Ranged Attacks in Close Combat] Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.[/quote] This did apply to as balancing for all ranged attacks (inc magic) to stop people teeing off at all ranges with impunity so may not be too applicable. Though some kind of accuracy penalty at range 1 makes perfect sense (hence why in wars during medieval times, archers would carry a short sword as a sidearm, as a bow is useless if someone managed to close the distance on you.) Then again, I don't think these rules need apply for PVE so I don't know how that could be implemented. But its all food for thought really - if your looking for implementation of rules regarding a 'fantasy' style game (swords, shields & magic) you cant go wrong with looking at D&D rules for inspiration; they are well thought out, thorough and make perfect sense (as much zapping goblins with magic can make sense that is). This should probably be in the suggestions section really - Sorry for the de-rail! [/quote]
GANONPK

Bows should be capped at 800 recoil or reduce their range.


+1
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[quote="MICKYC"][quote=]GANONPK Bows should be capped at 800 recoil or reduce their range. [/quote] +1[/quote]

 

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