On a whole bunch of levels, the way disarm works now is ridiculous. It turns dexxer battles into a long string of disarm/chase cycles that destroy any flow in pvp, and just in general make battles frustrating, annoying, and completely lacking in any real skill. There is no way that a warrior with 150 str/dex and legendary weapon skill and tactics, should be able to be disarmed by anyone. Traditionally in rpgs, and even in "real life" disarming anyone of equal skill, strength and dexterity is impossible. That move is something reserved for a very wide disparity in talent. It isn't enough that you can only disarm on an actual hit, there needs to be much more to it than that. Here is my proposal. First you have to hit with your attempt, which uses up the mana for the attempt, then your chance to disarm equals the total of your weapon skill (all skills and stats as adjusted, not as "real"), tactics, strength and dexterity, divided by 4, minus the same for your target. You spend the mana for the attempt whether you succeed or not, and experience the same increases in cost for multiple attempts as you do with any special attack, again, whether it is a success or failure. The way disarm works currently isn't just illogical, and ridiculous on that level, it makes pvp against a dexxer, or even as a dexxer, a lot less fun. Very rarely does a successful disarm lead to a kill, unless the attacker is using certain cheats, most of the time all it does is destroy the flow of the battle, and lead to alot of frustration and annoyance.