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Post by Deleted on Dec 17, 2020 2:18:43 GMT
Can we have the extra fluff exotic damage removed from the Ranger and AA bows please? That way the cold bow just does cold, or the divine bow doesn't do divine + a point of magic, etc.
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Post by chirality on Dec 17, 2020 4:14:55 GMT
that damage is a result of the implementation of infinite ammo
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Post by Methes on Dec 17, 2020 9:18:58 GMT
There's two types of fluff added. I believe the 1 magical damage is mandatory. It is irresistible damage required to always trigger onhit scripts (if you did no damage you'd run out of arrows eventually, same as if you didn't hit your target for 100 attacks). Does it even cause healing though? I'm not sure but haven't noticed that on my AA squad.
The 2d12 magical + 2d12 negative is a fluff that's there probably for balance reasons. If you have all the bows it rarely is a huge issue, you just use pure exotic, although there are a few enemies out there healing on Mag or Neg while being pretty much immune to Div and Pos, leaving you with Phys only.
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Post by chainlink on Dec 17, 2020 13:11:07 GMT
Rangers get 2d12 of an exotic damage in addition to the primary elemental type as follows Acid/Magic, Cold/Positive, Electric/Divine, Fire/Negative and Sonic/Divine, the one that irks me is Fire (generally quite useful against Undead type creatures) and Negative (no use at all against Undead and in fact causes quite a lot of them to heal).
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Post by boroie on Dec 17, 2020 13:46:51 GMT
Rangers get 2d12 of an exotic damage in addition to the primary elemental type as follows Acid/Magic, Cold/Positive, Electric/Divine, Fire/Negative and Sonic/Divine, the one that irks me is Fire (generally quite useful against Undead type creatures) and Negative (no use at all against Undead and in fact causes quite a lot of them to heal). Should be Cold/Negative and Fire/Positive surely, for thematic reasons if nothing else.
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Post by chainlink on Dec 17, 2020 14:10:38 GMT
There is one flaw in that the Fire/Negative bow is from the PoM where the other set weapons are of Fire/Negative type although the three from Uroboros don't really have any thematic damage type link so it is possibly a non-issue. I'm probably over analysing it after all its not like its 'Real D&D'
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Post by chirality on Dec 17, 2020 14:20:58 GMT
fire/negative is just flawed, period
pom weaps and horrids both suck as a result of the two types being so poorly matched /derail
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Post by Deleted on Dec 17, 2020 14:59:24 GMT
I would like to ask the DM team to review the damage dice on bows and possibly adjust some of them. Pairing the exotic damages with elements which mirror them more effectively. For those who know me know I have been extremely AA adverse. The recent changes have made AAs a lot more competitive and I think going in and adjusting these small pieces could be a huge win for them and edge them even a little further to the top and just be a nice win for a class which is re-emerging.
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Post by FunkySwerve on Dec 17, 2020 16:51:48 GMT
I would like to ask the DM team to review the damage dice on bows and possibly adjust some of them. Yeah, we literally JUST did this. We'll eventually probably add a tier of bows without misc damages, but it's not a current priority. Funky
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Post by Deleted on Dec 17, 2020 17:02:24 GMT
Not the dice amounts, the dice types. Example, fire bows doing negative damage. Pairing fire and positive makes more sense. The damage amounts you just adjusted and are amazing. Adjusting what damage types are paired together is what the ask is.
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Post by FunkySwerve on Dec 17, 2020 17:52:32 GMT
I would like to ask the DM team to review the damage dice on bows and possibly adjust some of them. Yeah, we literally JUST did this. We'll eventually probably add a tier of bows without misc damages, but it's not a current priority. Funky
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