![thumb.gif](http://www.cspacezone.com/forums/public/style_emoticons/default/thumb.gif)
... But here's a guide to DS2 weapon balancing. All GMs should be familiar with this, because if they aren't, equipment could mess up the class balancing. Remember that a good GM doesn't feel obligated to consistently provide more and more powerful weapons! That leads to the end of balance.
![bluetongue.gif](http://www.cspacezone.com/forums/public/style_emoticons/default/bluetongue.gif)
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Also note that the numbers are weighted differently in DS2 than DS1. Again, the numbers are weighted differently, so please don't question them yet.
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Damage:
- Melee, Ranged, and Arcane labels for weapons are referring to their damage types. Ranged weapons are not actually "ranged", they're just a different damage type that can be mitigated differently (although there are ranged abilities, but they're another matter).
- Melee weapons can be dual-wielded by Myrmidons. Ranged weapons can be dual-wielded by Gunmen. Arcane weapons can be dual-wielded by Enchanters and Specters. Rangers can dual-wield one Melee weapon and one Ranged weapon. A Devotion ability will allow two-handed weapons to be dual-wielded.
- Relative damage is equal for all three types of weapons. Their main difference is that many abilities boost the power of a specific type, while other abilities may mitigate damage from a specific type. Melee weapons are pretty basic (swords, axes, spears, etc.). Ranged weapons can be bows, guns, thrown weapons, and anything else along those lines. Arcane weapons can be wands, staves, orbs, and other similar equipment. Note that some Arcane weapons could be roleplayed as Ranged (such as wands), while others could be roleplayed as Melee (such as staves).
- Ranged weapons don't have ammunition. Ammunition would complicate things too much.
Normal One-Handed Weapon Damage: 1 - 370
Normal Two-Handed Weapon Damage: 1 - 520
Extraordinary One-Handed Weapon Damage: 370 - 500
Extraordinary Two-Handed Weapon Damage: 520 - 700
Anything above extraordinary is epic. Please check with me if a weapon will be more powerful than the "extraordinary" range.
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Effects:
- Stat enhancements are the least sensitive effects on weapons. Since GMs shouldn't be outdoing themselves with each quest, if a weapon is given as a reward, it should have some stat enhancements for providing variety. Health, Mind, Stamina, and Affinity are the least sensitive, and should be the most common. Vitality, Will, Endurance, and Arcana can also be common, but their effects would vary based on a character's race. Constitution is sensitive and should not be common in weapons' enhancements. Strength and Accuracy bonuses are redundant on weapons, and should not be included. Also, Devotion and Understanding must not be influenced by equipment. Lastly, class points must only be boosted by stuff in the "Glyph" slot... Nothing else.
- Be careful with persistent effects. They must not conflict with class abilities or they'll just cause confusion. Truthfully, I'd stay away from persistent effects unless they're quest-specific.
- Innate abilities (abilities granted by equipment) should be handled with care. Many types of abilities are intended to be limited to specific class trees, and providing equipment as an alternative would endanger a tree's usefulness. Some examples of wrong abilities to link to weapons are ambidexterity, nodes, enchantments, curses, most abilities that break inductions, resurrection, stat conversions, and time travel. Some good abilities to link to weapons are heals, nukes, degeneration inductions (particularly poison and engulfing), rooting inductions, and strength/accuracy-boosting inductions.
- Mind damage is a very extraordinary effect to add to a weapon. Do not go crazy with Mind-damaging weapons, please.
![bluetongue.gif](http://www.cspacezone.com/forums/public/style_emoticons/default/bluetongue.gif)
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Tips:
- If you want a reward weapon to be extraordinary, try to provide good stat enhancements, not just high damage.
- Vary the types of weapons you give. Don't just give Melee weapons, but also give Ranged and Arcane weapons.
- Don't make a habit of tailoring equipment specifically to whoever gets it. It may be tempting to give a Myrmidon an awesome sword, but don't hesitate to instead give him/her a Ranged or Arcane weapon. In terms of roleplaying, a grateful character may not have something for anyone, so it's okay. Also remember that most serious players will have alternate characters who could also use the equipment. It could also be traded with someone else.