{"action":"created","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/674","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/674/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/674/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/674/events","html_url":"https://github.com/jeremygurr/dcssca/issues/674","id":157208813,"number":674,"title":"Revert commit and make Weapon skill useful again.","user":{"login":"Sandman25DCSS","id":12790660,"avatar_url":"https://avatars.githubusercontent.com/u/12790660?v=3","gravatar_id":"","url":"https://api.github.com/users/Sandman25DCSS","html_url":"https://github.com/Sandman25DCSS","followers_url":"https://api.github.com/users/Sandman25DCSS/followers","following_url":"https://api.github.com/users/Sandman25DCSS/following{/other_user}","gists_url":"https://api.github.com/users/Sandman25DCSS/gists{/gist_id}","starred_url":"https://api.github.com/users/Sandman25DCSS/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Sandman25DCSS/subscriptions","organizations_url":"https://api.github.com/users/Sandman25DCSS/orgs","repos_url":"https://api.github.com/users/Sandman25DCSS/repos","events_url":"https://api.github.com/users/Sandman25DCSS/events{/privacy}","received_events_url":"https://api.github.com/users/Sandman25DCSS/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":4,"created_at":"2016-05-27T13:39:02Z","updated_at":"2016-05-27T16:59:09Z","closed_at":null,"body":"Either remove all weapon skills or make them the only factor for attack speed. Current situation is very bad because I can use all weapons at min delay or very close to it. A character with fighting 26 should not have min delay for executioner's axe, bardiche, triple sword, lajatang, great mace."},"comment":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/comments/222199121","html_url":"https://github.com/jeremygurr/dcssca/issues/674#issuecomment-222199121","issue_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/674","id":222199121,"user":{"login":"Sandman25DCSS","id":12790660,"avatar_url":"https://avatars.githubusercontent.com/u/12790660?v=3","gravatar_id":"","url":"https://api.github.com/users/Sandman25DCSS","html_url":"https://github.com/Sandman25DCSS","followers_url":"https://api.github.com/users/Sandman25DCSS/followers","following_url":"https://api.github.com/users/Sandman25DCSS/following{/other_user}","gists_url":"https://api.github.com/users/Sandman25DCSS/gists{/gist_id}","starred_url":"https://api.github.com/users/Sandman25DCSS/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Sandman25DCSS/subscriptions","organizations_url":"https://api.github.com/users/Sandman25DCSS/orgs","repos_url":"https://api.github.com/users/Sandman25DCSS/repos","events_url":"https://api.github.com/users/Sandman25DCSS/events{/privacy}","received_events_url":"https://api.github.com/users/Sandman25DCSS/received_events","type":"User","site_admin":false},"created_at":"2016-05-27T16:59:09Z","updated_at":"2016-05-27T16:59:09Z","body":">Sorry, the cost of experimenting is that balance may be lost while the kinks are being worked out. But sometimes experimenting results in something better than you started with. Therefore it is worth the risk.\r\n\r\nRight, but some things don't even need to be tested. Having a single skill to affect attack speed of all weapons is one of them, having spellcasting as useful as average of magic skills is another, having stat points be as useful as average of magic skills is third.\r\n\r\n>I don't understand this. Why would heavy weapons have higher accuracy? Because only players with heavy weapons would train weapon skills? Why? \r\n\r\nBecause light weapons have too low base damage and rely on additional brand damage mostly.\r\n\r\n>If optimal path for all fighters was to train their weapon skill as much as possible down to min delay, and then fighting, then why even give the choice to the player? \r\n\r\nIt would be true, if there existed just a single weapon type (not even category). But player picks mornignstar instead of great mace, for example, exactly to save XP for other things. This is a choice, spend huge amount of XP and get an awesome weapon or spend less amount on not so awesome weapon. Weapon categories make the decision even more interesting.\r\n\r\n>And that is bad? If all you increased was spellcasting, you'd need to train it to level 40 to get 200 spellpower (which is fairly difficult). \r\n\r\nIt is extremely bad. Discord is cast just once, you don't need to spam it so spellcasting speed is irrelevant. Spell power is still a subject of stepdown so max power is not even necessary because it is very hard to get. Also robe of archmagi and power mode exist. An ogre (+1 aptitude in spellcasting) casting Discord in Orc would be hilarious. Add Sif Muna for protection from miscast for double fun: some players cast Dragon Call at 50% failure in vanilla, in CA 50% failure would be with just 4 levels in Summoning if I understand correctly.\r\n\r\n>As far as the minimum failure cap, I made it as simple as it could be to accomplish the purpose. \r\n\r\nIt proves that current formula for spell failure is bad, it does not work without extra limitations. \r\nAlso what if I get 60 Dex? Does it mean I can get level 9 spells to 10% with just 8 levels in corresponding skills?"}}
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