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Old 27th October 2009, 01:43 PM   #1 (permalink)
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msherman Goblin Sharpshooter (Lvl 2)
Level/design for an item to eliminate Weakened?

What level would you place an item that eliminated the Weakened condition?

What if it only applied to damage of a particular type? (e.g: When you use a Fire attack power, you can ignore the Weakened condition.)

Is there anything similar currently in the game that I can compare this kind of item to to figure out a relative cost?
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Old 27th October 2009, 02:24 PM   #2 (permalink)
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Originally Posted by msherman View Post
What level would you place an item that eliminated the Weakened condition?

What if it only applied to damage of a particular type? (e.g: When you use a Fire attack power, you can ignore the Weakened condition.)

Is there anything similar currently in the game that I can compare this kind of item to to figure out a relative cost?
Yes, I think there is an item that does this, but I don't remember its name.

Some guidelines you might want to keep in mind:
- If the enchantment works for an implement, weapon, neck or armor item, you might be a little more generous with the level. A character will always have to upgrade this type of item to get its benefit and has to weigh the benefits with other items.
- If the enchantment is on another "slotted" item, it should probably be a daily power, maybe an encounter power around the epic tier. As a daily power, it costs another resource for the character that has to be weighted against other daily item powers.
- if the enchantment is on a non-slotted item or at-will, you might want to set it too a considerably higher level. Without a restriction like "fire keyword powers only" or something, it is probably a bad idea either way.

You might want to think about at what level the item should be available and determine the restrictions from there.
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Old 27th October 2009, 02:43 PM   #3 (permalink)
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Strongheart weapons have a minor action encounter power that lets you deal full damage while weakened until the end of your next turn. A +1 strongheart weapon is a lvl 3 item.
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Old 27th October 2009, 03:03 PM   #4 (permalink)
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Originally Posted by Mentat55 View Post
Strongheart weapons have a minor action encounter power that lets you deal full damage while weakened until the end of your next turn. A +1 strongheart weapon is a lvl 3 item.
That's the one I was thinking of. Thanks for finding it.

I think a weapon/implement ability that limits it to a specific damage keyword can probably have the same level.

I would probably go for at least a paragon level item if it was available as arm, feet, hand, head or waist item, with the same restrictions. (I think it would fit most into the arm, head or waist category, depending on the flavor text and limitations.)

Gloves of Unshackled Flames
Slot: Hand
Level 3, Level 13, Level 23
Daily Power: When you are weakened and hit with an attack power with the fire keyword, you ignore the weakened condition for all attacks made with that power.
Level 13: When you use the items power, you can also make a saving throw to negate the weakened condition.
At Level 23: When you use the items power, you automatically end the weakened condition on you.
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Old 27th October 2009, 03:17 PM   #5 (permalink)
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msherman Goblin Sharpshooter (Lvl 2)
Thanks for the tips. How would you adjust that into a more general-purpose item that allowed you to ignore damage penalties (eg, penalties from the environment, as opposed to a specific condition like weakened)?

Here's my goals, let me know if you think they're reasonable:
- low paragon level
- applies only to a single attack type
- allows you to ignore damage penalties for an attack
- at least an encounter power, possibly more frequent (maybe a healing surge power?)
- not a weapon/implement enchantment
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Old 27th October 2009, 03:46 PM   #6 (permalink)
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Can you give an example of an environmental effect reducing damage? I suspect such things are really rare, unless you constantly adventure on different planes that have specific effects on one type of damage.
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Old 27th October 2009, 04:48 PM   #7 (permalink)
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A healing surge power doesn't fit. Healing Surge powers usually grant defensive benefits. Essentially, you take less damage in some ways and this effectively you get more than your healing surge value out of your healing surge in specific conditions.

If you want it more often, you could give the item a property that activates when the player spends an action point. This would probably make it a Tatoo.

You could make the power a property and require a saving throw against the weakened/damage penalty effect. That's a little cumbersome in play, though.
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Old 27th October 2009, 09:09 PM   #8 (permalink)
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Can you give an example of an environmental effect reducing damage? I suspect such things are really rare, unless you constantly adventure on different planes that have specific effects on one type of damage.
I would imagine some airborne toxins/spores in say, a cavern or swampy setting, might make Weakened a realistic option. If the Characters are buzzed they are swinging badly or casting poorly, which might explain their effects being less damaging.
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Old 28th October 2009, 02:07 AM   #9 (permalink)
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Originally Posted by Mentat55 View Post
Strongheart weapons have a minor action encounter power that lets you deal full damage while weakened until the end of your next turn. A +1 strongheart weapon is a lvl 3 item.
And I personally think the strongheart is a crappy weapon. Not that the ability itself is that bad, but that its too specific on what is generally my most versatility tool (my weapon).

Weakened doesn't come up so often that I would want to give up the possibilities of all other weapons just to weild a strongheart.

If strongheart made me immune to the weakened condition, I still wouldn't use it all the time. Maybe I would have a backup weapon with it, but that's still a big cost.


Now if I could wear a slotless item that removed the weakened condition? That would need to be expensive.
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Old 28th October 2009, 12:14 PM   #10 (permalink)
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It could be an item granting +5 on saves vs weakened.

Outright immunity or automatic removal are absolutes. Absolutes are bad for the game.
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Old 28th October 2009, 01:19 PM   #11 (permalink)
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Originally Posted by CapnZapp View Post
It could be an item granting +5 on saves vs weakened.
Or you could have an item with a power that negated any 1 status effect (or just weakened if you prefer) until the end of your current turn, but with the rider that you suffer the effect until the end of your next turn when you can make a save if required.
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