warhead2 wrote:hmmm, k sry i thought u couldn't copy it b4 i'll take your word for it.
so still no one has answered a question i have been asking for a while now. can someone who really knows, once and for all just state how piercing is supposed to work? Does it totally ignore DR? Partially? Should piercing hit sounds remain the same regardless of monster level? Aren't hit sounds based on ammount of damage?
The effect of the weapon is to ignore damage reduction that monsters gain as a result of their level.
The hit sounds thing is part of the 0-10 Piercing, as this version of the Piercing weapon actually has a scaling percentage of the value of the damage done that is piercing (ie, it works like the special effect of every other weapon), whereas the -2-6 version starts and ends at 100%.
warhead2 wrote:What about Franky's and Krneki's comments that the 1-10 piercing was not effective at high levels? I think this issue has been around for a while.
This is false. It becomes quite obvious when you are not being assaulted by 100 monsters at one time and you are level 250 and your shock beams that normally do ~120 damage are reduced to ~20 and your Piercing weapon is still doing ~120.
warhead2 wrote:without a triple the weapon was not so hot. i can see why triple is disable for vorpal and rage, as those weapons have damage thats high like a triple, but this was not the case with piercing so i don't understand why triple would be disabled for it. if the final result of any fixes results in piercing scoring damage like a rage or vorpal, then i'm fine with triple being disabled for it.
The triple being disabled was something that later versions of Druids did, which I happen to agree with. Past a certain point, Piercing becomes so powerful (relative to other weapons) that it's already doing say 10x the damage of other weapons (see my example above, that's only at 250). It doesn't need to be doing multiple times that multiple more damage. Of course, completely disabling Udamage effects adversely affects the weapon's performance the more common scenario (on MM) where the monster level is low. Allowing it to be used at low levels but scaling the effect back at higher levels is something I'd been meaning to do for awhile to make it more general-purpose useful.