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Shadow Maul should have a bit of its durability restored each time it's used to kill a mob/boss.


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As we all know, Shadow Maul is one of the most controversial weapons in DST, mainly due to the fact it has hunger mechanics and the relatively low lifesteal stats.

I too know plenty of people discussed how after they restored the Maul to full durability, it's going to be wasted anyway since you have to keep it fed via killing mobs. That's kind of counterproductive, don't you think? It certainly would be much cooler if it too can be 'healed' by such way. Yes, repair kits exist but that doesn't mean it's less annoying. Also, it's a battle axe that relished on killing. I think it would be fun to have a 'Wigfrid' but as a weapon.

TLDR; Shadow Maul ought to have both of its hunger and durability restored slightly after each kill (may be a small number for small mobs, big number for bosses).

Daily reminder that lv 3  image.png.3a2cffd13873194f97858d1c41d06b24.png by it self only deal 60 damage (38 + 22 planar damage.)

People keep saying it deal 89 damage, but 29 planar damage actually come from image.png.5492aa5222e724fd08dfbdd5e68ab0df.png not from image.png.3a2cffd13873194f97858d1c41d06b24.pngitself.
It just like saying image.png.de9f884bbb4df863725bcbee1162e7c8.png deal 496 damage because image.png.c3d53c0a28a092d300aad2cdd4be260a.pngimage.png.db883b5526f084dcfb7b9a7dbd689188.pngimage.png.d82cfcdfaebb5ac8dfc1282d0fe3a48c.pngimage.png.53826fa7f99f8227b8d34ad92bf7b406.pngimage.png.87ee0549418337bb734c74781bf5b259.pngimage.png.028a04c6793d413b35aa0047857a7e61.png
and heal 1 hp + 1 sanity per hit because image.png.7914d89b55a7f5fdce14f1f2266e3b9d.pngimage.png.de206699759cab059b4028555f32e131.png

After all, Maul need get buff of unique ability and nerf damage to lower than Reaper in order to differentiate from.

The current bottom lever amount of life steal combined with sanity drain does not meet the criteria for a unique ability and it is wasting Shadow Atrium and not worth use.

No matter what anyone says.

4 minutes ago, Evelo said:

is amazing as is

Unfortunately, many think otherwise. Even the bat bat has more healing per hit, and with low sanity loss too for each hit.

27 minutes ago, Anis5240 said:

Even the bat bat has more healing per hit, and with low sanity loss too for each hit.

The batbat/maul have an identical sanity loss to healing ratio. 50% of the health you heal will be sanity loss (bat bat reduces sanity by 3.4 for 6.8 health, and the maul reduces 1.7 sanity for 3.4 health).

Just now, Echsrick said:

in fact this weapon is stealing from MY resources

True, tho.

Back before the Maul was released, I used the Brightshade Sword often to deal with those pests. And since it was well, surface world, you'd get tons of the resources needed to repair the Brightshade items since you interact with them on a regular basis.

Meanwhile, I used the Shadow Reaper mainly for harvesting. It's great when paired with the Lazy Forager, and it will take ages for the Reaper to have low durability to begin with.

Now, though?

I can definitely say the Maul is 80% where my void repair kits go to. And that's JUST TO PREVENT IT FROM BREAKING. The consequence of having the Maul break is far more great than the Reaper breaking. Not everyone wants to refight the 9 bosses needed to level up the Maul again.

2 minutes ago, Maxil20 said:

The batbat/maul have an identical sanity loss to healing ratio. 50% of the health you heal will be sanity loss (bat bat reduces sanity by 3.4 for 6.8 health, and the maul reduces 1.7 sanity for 3.4 health).

Even so, players would want the extra damage from the Void Cowl, which has its own sanity drain. So you'd be dealing with more sanity drain than expected.

5 hours ago, Tranoze said:

Daily reminder that lv 3  image.png.3a2cffd13873194f97858d1c41d06b24.png by it self only deal 60 damage (38 + 22 planar damage.)

People keep saying it deal 89 damage, but 29 planar damage actually come from image.png.5492aa5222e724fd08dfbdd5e68ab0df.png not from image.png.3a2cffd13873194f97858d1c41d06b24.pngitself.
It just like saying image.png.de9f884bbb4df863725bcbee1162e7c8.png deal 496 damage because image.png.c3d53c0a28a092d300aad2cdd4be260a.pngimage.png.db883b5526f084dcfb7b9a7dbd689188.pngimage.png.d82cfcdfaebb5ac8dfc1282d0fe3a48c.pngimage.png.53826fa7f99f8227b8d34ad92bf7b406.pngimage.png.87ee0549418337bb734c74781bf5b259.pngimage.png.028a04c6793d413b35aa0047857a7e61.png
and heal 1 hp + 1 sanity per hit because image.png.7914d89b55a7f5fdce14f1f2266e3b9d.pngimage.png.de206699759cab059b4028555f32e131.png

no, it's not how it works...

please don't do over-exagerated comparisons just for the sake of it.

1 hour ago, Anis5240 said:

Even so, players would want the extra damage from the Void Cowl, which has its own sanity drain. So you'd be dealing with more sanity drain than expected.

The void cowl does not have it’s own sanity drain. It used to, but was removed in the update that introduced repair kits (the same goes for the robe).

The passive drain would be coming from the maul, which is -3.3 a minute, or 1/6th of the dark swords passive drain. Given you are only going to hold it for combat, the drain outside of healing is very negligible.

2 hours ago, Anis5240 said:

Even the bat bat has more healing per hit, and with low sanity loss too for each hit.

Okay, but the Maul has durability that can be repaired opposed to making a new weapon entirely, functions as an amazing axe, and has planar damage. It's like comparing an Apple to an Apple Pie, i think at least.

Edit: I do think the maul should never degrade in effectiveness. That is just removing tedium given you proved your abilities by killing 9 bosses in the first place.

13 minutes ago, Evelo said:

Okay, but the Maul has durability that can be repaired opposed to making a new weapon entirely, functions as an amazing axe, and has planar damage. It's like comparing an Apple to an Apple Pie, i think at least.

You can imagine our anger and disappointment when you consider that the first one we were given a battle axe that could be repaired, functions as an amazing axe, has planar damage, and has a unique lifesteal effect.
To use the apples and apple pie analogy, it's like they gave us an apple pie first, then snatched it away, and gave us a skin and core pile, they say "you can still eat that."

Well, I'll admit that the first apple pie I was given was a bit OP, but I'd still like something better than the skin and core pile I'm currently on, something I can at least eat as a tasty meal.

7 minutes ago, SilverSpoon said:

You can imagine our anger and disappointment when you consider that the first one we were given a battle axe that could be repaired, functions as an amazing axe, has planar damage, and has a unique lifesteal effect.

It still has all of that. Sure you have less pie, but you still have a pie. Maybe just a cheaper brand but it is still a pie compared to the batbat which in of itself is a pile of garbage comparatively speaking.

I think the most important thing is that it should only lose 1 level from breaking. 9 bosses is too many to redo. 3 is better, so you can choose a few convenient bosses which are quickest to kill. And you don't have to fight using the level 0 axe unless you somehow screw up a bunch of times in a row.

Restoring durability is nice in that it counteracts what you lose in just keeping it fed. It's not going to reduce the amount of repairs you need for a boss, unless you're killing minions, which will draw out the fight anyway.

28 minutes ago, Evelo said:

It still has all of that. Sure you have less pie, but you still have a pie. Maybe just a cheaper brand but it is still a pie compared to the batbat which in of itself is a pile of garbage comparatively speaking.

Another problem with this is that the current Maul is requires you to kill the AFW, get extra Shadow Atriums, sacrifice 9 bosses, and handle it with extreme care to avoid breaking it, a snobbish piece of garbage.
Batbats are not garbage in comparison. For the effort it takes to run the current Maul, you can get a ton of Batbats with decent lifesteal

Edit:I still believe that what LadyD said is true. I'm not at the stage yet where I send directly mention to LadyD like a hungry critter. The specific person still continues stalking and personally attack me, but I'll endure about three more times.

2 hours ago, Sacco said:

no, it's not how it works...

please don't do over-exagerated comparisons just for the sake of it.

It is how it works. How image.png.5492aa5222e724fd08dfbdd5e68ab0df.png works. In fact, function that buff shadow planar weapon stay in hats.lua, not in the weapon file itself.
 

if data.item ~= nil and data.item.components.planardamage ~= nil and data.item:HasTag("shadow_item") then
  voidcloth_setbuffitem(inst, data.item)
else
  voidcloth_setbuffitem(inst, nil)
end

If weapon is shadow weapon and has planar damage, void cowl will buff its damage. This will include all future shadow planar weapons, not just image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.f1df5b41af7709f589377ad2cbc0605a.png
Equipping void cowl will in fact, stop you from getting bonus damage from other hat buff weapon like image.png.87ee0549418337bb734c74781bf5b259.pngor image.png.8b20dcaec464f2dd8ce54350054e1421.png.
Not equipping void cowl will remove the 5~29 planar damage.
Taking damage / lost hit streak will also remove stacked 0~24 planar damage on it.

1 hour ago, Bumber64 said:

Restoring durability is nice in that it counteracts what you lose in just keeping it fed

Well yes, I sure would love the Maul more if it would have this small new bit. Right now, it's just the weapon where people can't afford to make it break, which counteracts the whole 'repairable' weapon shtick.

7 hours ago, Tranoze said:

It is how it works. How image.png.5492aa5222e724fd08dfbdd5e68ab0df.png works. In fact, function that buff shadow planar weapon stay in hats.lua, not in the weapon file itself.
 

if data.item ~= nil and data.item.components.planardamage ~= nil and data.item:HasTag("shadow_item") then
  voidcloth_setbuffitem(inst, data.item)
else
  voidcloth_setbuffitem(inst, nil)
end

If weapon is shadow weapon and has planar damage, void cowl will buff its damage. This will include all future shadow planar weapons, not just image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.f1df5b41af7709f589377ad2cbc0605a.png
Equipping void cowl will in fact, stop you from getting bonus damage from other hat buff weapon like image.png.87ee0549418337bb734c74781bf5b259.pngor image.png.8b20dcaec464f2dd8ce54350054e1421.png.
Not equipping void cowl will remove the 5~29 planar damage.
Taking damage / lost hit streak will also remove stacked 0~24 planar damage on it.

yes i know how it works, it's just that a dark sword to reach all that damage requires something which is almost unreachable.

You will always wear the void cowl if you are fighting with that weapon, for protection you got bone armor.

It just doesn't make sense as a comparison.

32 minutes ago, Sacco said:

You will always wear the void cowl if you are fighting with that weapon, for protection you got bone armor.

Always wear doesnt mean the max damage bonus always there like i mentioned earlier. 
Case 1: Void cowl require you to not being hit for damage bonus to not decay.
Case 2: Damage bonus decay after 3 secs.

For most new planar enemies that require you to dodge to apply case 1, you often have to dodge them for quite a long period, which trigger case 2, reset all damage bonus. Some boss can be stunned for 10+ hits, but you can only do that few times per fight, after that, boss doing rampage and you reset cowl again back to 5 planar damage start.

Compare that to image.png.87ee0549418337bb734c74781bf5b259.pngonly need you to eat banana shakes and deal steady 42.5 damage to normal mobs, 29 damage to planar mob (equal cowl max stacks)

43 minutes ago, Sacco said:

You will always wear the void cowl if you are fighting with that weapon, for protection you got bone armor.

Your case: perfect condition, light all set up.
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.2055a37e93a76a5d91c6d5b24bd2a4ce.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png
Other case:
Fight at night/cave where you dont wanna waste star caller because the fight is not that long:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.f1c667d20882769bf2c68c0e7a170973.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png High speed build
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.2ea8608d0fe5f5ae8b75f2dddd76f400.pngimage.png.87ee0549418337bb734c74781bf5b259.pngHigh damage build

Fight when your cowl break but you have to continue anyway:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.1635cdd344176740757d38434fd3321e.png
If you say void cowl never break and you always have 10 image.png.6d0b168f9c93b25d3bd8f506836a4eea.png with you, might as well bring image.png.c3d53c0a28a092d300aad2cdd4be260a.pngimage.png.db883b5526f084dcfb7b9a7dbd689188.pngimage.png.d82cfcdfaebb5ac8dfc1282d0fe3a48c.pngimage.png.53826fa7f99f8227b8d34ad92bf7b406.pngimage.png.87ee0549418337bb734c74781bf5b259.png...

1 hour ago, Sacco said:

It just doesn't make sense as a comparison.

If you want fair comparision for only hat and weapon:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png 38(27) + 22 + 29 = 89 damage vs normal mob, 78 vs planar mob without allignment.
image.png.87ee0549418337bb734c74781bf5b259.pngimage.png.7246188df39464af3d7550efab790f7e.png38(27) + 30 + 42.5(29= 110 damage vs normal mob, 86 vs planar mob without allignment.
With alignment, maul deal more damage to lunar and sword deal more damage to shadow, each 10%.

2 minutes ago, Tranoze said:

With alignment, maul deal more damage to lunar

I will admit it's really thrilling to use Shadow Courtier Wilson with the Maul when fighting Celestial Champion, getting up to 112 damage with the ramping damage + Void Cowl, no other damage bonus used.

That said, during the 1st phase the Maul starved, so I gotta run away, had the Maul repaired as to not losing more durability while I look for mobs to kill, and when it's satiated it's now 87%. Again, very counterproductive.

"Sure, it's your fault for letting it starve in the first place, your just lucky hur dur"

Well what about the other time where the Maul almost broke when I used it to fight Armorger and the few moslings? It was at 3% (6 more hits before it breaks) and guess what? I have to use other weapons to finish the job, just out of said fear that it will break if I'm not careful. Imagine with that low of durability, then it starved.

Hours of progression, lost in an instant. (Yes, very uncompromising hur dur)

With it being able to 'heal' slightly after a kill, it certainly would be a bit helpful, and helped in distinguishing it from other repairable weapons. Yes, Wigfrid's Elding Spear exist too, but that requires you to dash through mobs to restore its durability. And only for the charged spear.

So yeah, I will stick to my point that the Maul deserves better.

12 minutes ago, Tranoze said:

If you want fair comparision for only hat and weapon:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png 38(27) + 22 + 29 = 89 damage vs normal mob, 78 vs planar mob without allignment.
image.png.87ee0549418337bb734c74781bf5b259.pngimage.png.7246188df39464af3d7550efab790f7e.png38(27) + 30 + 42.5(29= 110 damage vs normal mob, 86 vs planar mob without allignment.
With alignment, maul deal more damage to lunar and sword deal more damage to shadow, each 10%.

So? The maul heals, the bs sword not

7 minutes ago, arubaro said:

So? The maul heals, the bs sword not

If it heal, that mean you have taken damage as some point. If you take damage, the bonus damage from image.png.5492aa5222e724fd08dfbdd5e68ab0df.png wont be 29.
Since im comparing max dps between both, it mean it didnt heal **** cuz you havent taken any damage in first place.

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