Proposed Changes

MARCUS DEVELOPMENT PLAN IN ORDER.

Get all the abilities coded in. Test them all. Plan out what environments will look like. Figure out what items Monsters will have - by creating a list discribing the monster and determining what kind of items that could create which in turn works for all crafting jobs. Plan what type of environment we want certain monsters in. Make basic map ideas for the kingdoms. Assign some monsters abiities.

[Return to Development]

== Proposed Changes==


 * Require your target to be at least 2 tiles away when using projectile weapons.

--Dean1 12:11, September 28, 2010 (UTC)
 * Make a new category in the same column as '2 handed' which would allow designated weapons to only be used by themselves OR with a shield.

--Dean1 17:18, September 30, 2010 (UTC)
 * When dual wielding weapons at prof 10 weapon proficiency, you achieve 100% hit between profs 8 and 9 for Dual Wielding.
 * I propose hit% 100% with dual wielding being achieved at level 15 or so, and in addition to decreasing the hit% penalty when proffing dual wield, also award a small bonus to base attack power to each hand to make dual wielding worth capping. Maybe 1/4th of the base attack power increase granted by weapon profs meaning for every four profs in dual wielding you would achieve the base attack increase of one weapon proficiency increase.
 * Summary: DW hits 100% hit% at lvl 15. Every level of DW grants 1/4th of the base attack power granted by proffing a weapon type.


 * The restorative potions nerf had more of an effect than was desired. Let's try 25% instead of 75%


 * Increase durability damage dealt for both damage armor and damage weapon passives.