Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #13
    If the damage is being multiplied by other modifiers, report it as a bug. The first two paragraphs I posted were pulled directly from the patch notes, and were from Srand herself, and indicate the damage is no longer multiplied, and was created as simple damage.

    Your previous damage calculations are now outdated, and would need to be redone since this recent patch. Furthermore, the addition/multiplication of % boost mods has been re-adjusted, and it is not hitting as hard as it was before, so the numbers should be signifigantly weaker using a +300 damage weapon, compared to your original numbers.

    The lack of max enchanted mods is entirely relevant to the addition of dangerous enchantments. Until knife and sword are craftable, they are marginally better off with a +300 dangerous enchantment, than any other skill is with the extra mod. And once again, this is after collecting many many yellow level 70 weapons, all the resources to craft, and not even a gaurentee you'll have anything to show for it. I'm certain this is the intent of the skill itself. Hammer is the only recipe that receives a bigger benefit, but once again, this 300 damage is intended to be added after all other damage is calculated, it does not receive any additional multipliers other than a creatures natural weakness. If it is acting any other way, it needs to be reported as a bug.

    EDIT:

    I just realized, a crafted hammer (club) will not be able to have dangerous enchantment added. So this means that only metal clubs can potentially have the +300 damage on hammer. So then yes, not a single weapon that can have dangerous enchantment on it can also have 6 mods. So your choice on mainhand builds are:

    Sword - 6 mods, dangerous enchantment
    Knife - 6 mods, dangerous enchament
    Hammer - 6 mods +Dangerous enchantment OR 7 mods
    unarmed - gets the shaft with 6 mods on both hands, unless you want to limit to kick, knee kick, headbut, and body slam, in which case you could use a +7 max enchanted mainhand weapon

    Virtually every other skill in the game can utilize a 7 mod/max enchanted mainhand.

    Is +300 damage better than an additional mod? Most times yes, certainly not all times.

    It comes with a MUCH higher price than rolling a mod, pulling it, and applying it.
    Last edited by ProfessorCat; 10-21-2018 at 10:34 AM.



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