I think this should be renamed as either Requirement or Weapon requirement, then leave "Req" as a redirect (then add the redirect to the abbreviations category).
I also noticed that some of the information in the article contradicts information at Weapon#Linked Attribute. Was there a program change, or is one (or both) of the articles mistaken? --- Barek (talk • contribs) - 16:51, 12 March 2007 (CDT)
- Agreed on the rename/redirect. And where does the testing info even come from? The article cites several testers, confirmed results... but from where? — HarshLanguage 16:58, 12 March 2007 (CDT)
- GWG iirc. Also, "Requirement" would be the best name for this. -Auron 17:09, 12 March 2007 (CDT)
- Depending on what the name of this article changes to, a disambiguation may be good idea to separate this article from ... Required Hero: Koss (in-game usage) or even as opposed to Requirement (as in Hunted! requires Consulate Docks (Mission)) (GuildWiki usage)
- Listed is a scheme for damage reduction on melee weapons, bows and spears... I presume this scheme would be the same for wands and staves?
- Does armor on a shield operate similarly to offhands in a flat decreased armor? Or does it operate more similarly to weapons with a graduated decline in armor value?
- As I recall hearing a long time ago, falling short of a requirement will only affect the linked statistic. For any sort of weapon, this would mean damage. For offhands, this would mean energy. For shields, it would mean armor.
- From a quick test with a req 9 Collector's staff: there was no variation in energy despite changing the attribute related to the requirement.
- By extension from the staves, the mitigation of Gain would not come into play with Inscriptions (or inherent bonuses that would be Inscriptions if it was an Elonian weapon) such as E+5 (while Enchanted)?
- Since I recall no wands with attribute-linked energy, I presume the table applies only to offhands? The table then would not apply to a Holy Rod.
- From a quick test, it seems that there is no differentiation between just short (r8 with a r9 offhand) and very short (r4 with a r9 offhand)3. Both resulted in a Gain of E+3. A few quick tests followed this trend and showed some other interesting results.
Gain Req Attrib
E+10 r10 E+10 E+6 E+7 r5 E+7 E+3 E+7 r2 E+7 E+6 E+6 r5 E+61 E+31 E+12 r13 n/a E+6 2 E+12 r12 E+12 E+6 E+12 r11 E+12 E+6 E+12 r10 E+12 E+6 E+12 r9 E+12 E+3 3 E+12 r9 n/a E+6 2, 4 E+12 r8 E+12 E+6
- 1This particular offhand had E+5 (while Health is above 50%). Whether the linked attribute was above or below the requirement, the bonus energy was present. The listed Gain is the difference.
- 2In contrast to the rest of the list, these offhands are for a profession differing from the primary and secondary of character used for testing. Thus, the attribute is presumably counts as rank 0, since it is unavailable.
- 3This item is a green and was used to test the attrib 8 vs attrib 4 with a req 9 offhand.
- 4This item is an Elonian gold offhand. It also has a Focus Core of Endurance, H+30, which was in effect. See note 2
Adeira Tasharo 01:35, 13 March 2007 (CDT)
Due to a lack of further discussion, I have made some preliminary edits. Pending more in-depth research, I will eventually update the table for Offhand Energy. I do not presently feel qualified to test the weapons, so I leave that someone else.
Adeira Tasharo 14:48, 30 March 2007 (CDT)
What is the origin of the myth that low req items are "better"? I once heard a rumor (which I now, sadly, spread) that a long time ago, in a land far far away (possibly beta), you did more damage with a req9 weapon than with a req11 weapon, even with weapon mastery at 13+. --Carmine 21:07, 12 April 2007 (CDT)
I too would like to know how a lower requirement weapon is better than a higher one even if you've got 12 points into the weapon's attribute. Rickyzhou 20:15, 18 April 2007 (CDT)
- The two lines of thought that seem to apply to low req items:
- Possible benefit from exceeding the req. - I seem to recall hearing something of the sort at some point, but I recall nothing conclusive. Some games, such as Diablo II, do reward exceeding the requirement. AFAIK, GW is not one of them.
- More flexibility in attribute distribution. (Also, Weakness) - You can max two attributes, however that will leave you with only a small handful for a third attribute. If your weapon or offhand requires 10, 11, or even 12 (13??), you have to keep that attribute fairly high, allowing less for other classes. A req 7 weapon potentially leaves more attribute points for the others. Granted, if you want to be at rank 12 (for benefit to skills) and have a req 7 weapon, this is irrelevant. Weakness adds another pull on your skills. If you have a req 9 weapon/offhand and have 9 ranks in that attribute, suffering from Weakness will cause you to miss the req and suffer a penalty on the equipped item. Adeira Tasharo 20:40, 18 April 2007 (CDT)