It would be cool to have the option to place weapon/defense (v function from character menu) experience bars on top of the regular experience bar.![]()
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Wait, what??all of those skill are mostly pointless.
Someone who has weapon skill on 10% will have an overall factor of 2.95, someone with 90% - a 4.55 factor. That’s FIFTY FOUR percent increase! Its huge! Even AFK rules say you can level weapon skills AFK - even GF recognized how important (and at the same time - boring and time consuming) this is.
Quoted
(2.75 + 2 * Skill_percent)
Thank you, Cike, for explaining it.
This post has been edited 1 times, last edit by "Uure" (Apr 30th 2014, 5:01pm)
Wait, what??all of those skill are mostly pointless.
Just to make it clear: I hope you are *not* saying that the weapon skills themselves are useless, but that the ui change is, right?
I don't know about distance weapons and magic, but if you look at the physical melee dmg formula, there is factorSomeone who has weapon skill on 10% will have an overall factor of 2.95, someone with 90% - a 4.55 factor. That’s FIFTY FOUR percent increase! Its huge! Even AFK rules say you can level weapon skills AFK - even GF recognized how important (and at the same time - boring and time consuming) this is.
Quoted
(2.75 + 2 * Skill_percent)
Granted, you level your weapon skills as you play. Still, *everyone* I know, who plays seriously, spends their time to actively level their weapons (after each new lvl cap for example).
Back to OP:
On one hand - weapon leveling goes so slowly that there is hardly any need to really monitor it live. On the other hand, it's so boring and time consuming that any visual feedback about the progress would be nice. If it's an option (you would need to choose which weapon skill you monitor anyway) the change would not bother ppl like Ziav (they would just not use it) and it would be nice addition for those who actually actively level their weapon skills. So - I like the idea.
skill_percent refers to the tooltip damage of a skill...not the weapon level. AFAIK, the weapon level only effects miss rate.Wait, what??all of those skill are mostly pointless.
Just to make it clear: I hope you are *not* saying that the weapon skills themselves are useless, but that the ui change is, right?
I don't know about distance weapons and magic, but if you look at the physical melee dmg formula, there is factorSomeone who has weapon skill on 10% will have an overall factor of 2.95, someone with 90% - a 4.55 factor. That’s FIFTY FOUR percent increase! Its huge! Even AFK rules say you can level weapon skills AFK - even GF recognized how important (and at the same time - boring and time consuming) this is.
Quoted
(2.75 + 2 * Skill_percent)
Granted, you level your weapon skills as you play. Still, *everyone* I know, who plays seriously, spends their time to actively level their weapons (after each new lvl cap for example).
Back to OP:
On one hand - weapon leveling goes so slowly that there is hardly any need to really monitor it live. On the other hand, it's so boring and time consuming that any visual feedback about the progress would be nice. If it's an option (you would need to choose which weapon skill you monitor anyway) the change would not bother ppl like Ziav (they would just not use it) and it would be nice addition for those who actually actively level their weapon skills. So - I like the idea.

Oh, my. Then I totally misunderstood (for such a long time!) what the description in damage formula meant! Lol. Noob me...skill_percent refers to the tooltip damage of a skill...not the weapon level.

... and numerous others Semi-retired

