Post by Delfestra Ruinvorn on Jun 24, 2007 0:14:14 GMT
Ok, I understand that the point of the Guild AC dropper is to make tanks viable in guild combat, to allow for some parity between classes. And when they were invented, tank AB would never touch caster AC (or other tanks, either)
However, now things are skewed the other way as a matter of reality, thanks to LL-AB bonuses and +1514/13 weapons.
A tank, like say Malavaine Ruinvorn, has a 92 ab with the legendary AB adjustment. Now, thats real AB and not charactersheet.
However, using the AC dropper on a Cleric with a +20 shield and Girding...like, say Ariadne Ruinvorn...drops the 122 AC down to 82 or 72, depending on wackiness (See bug forum). Since I've SEEN it dropped to 72 with my own eyes...I'll use that number.
A 92 ab is not going to miss a 72 ac. Like, ever. (Baring ones of course)
Now, dexers may have more AC. Gry'Kati has had up to my knowledge about 146ish as a dexer bard. Well, a 96 ac after dropper has at least a sane chance against a 92ab. But...thats melee vs melee. I'm more talking about melee vs caster.
My wizzy self? With full BURs and a tower shield had about 115ish AC. -50 is about 65ac. A 92 ab fighter will hit them left handed while drunk.
Now, while I do think that AC drop maaay need to be looked at for the new Legendary AB bonus (Since 92 AB is by no means the cap...I know two fighters with more off the top of my head) that is NOT the point of my discussion here.
Point is, casters are now at a severe disadvantage in guild combat vs fighters. You've already seen the fighter offense vs cleric/mage defense (Yes, I know conceal wasn't taken into account. Yes, its also true that many meleers can strip conceal even if you're wearing both a mords and breach ring at once, so thats not why its part of this analysis.)
Casters offense vs fighter defense is all about DC vs saves. Assuming the caster finds the holes in the fighter defensive equipment (and they do exist, I'm not talking about immunities from gear either, since no one can cover absolutely everything at once)...consider this:
A level 58/1/1 Half Celestial Cleric, with max wisdom, demigod status, legendary evocation focus, and a wisdom artifact has an implosion DC of 57. Thats the level 9 spell, highest possible DC.
With legendary save feats, or strength tank saves, or pally level...any tank worth their salt will have a fort save WELL over 60. 60 is the TARGET MINIMUM for Hell saves now, and I think its safe to say that no str tanks will have less.
And the save check is save bonus +1d20 vs 57. So a 60 minimum +1d20 is ALWAYS greater than 57.
Thus - a tank has a 19 in 20 chance hit a cleric, and a cleric has a 1 in 20 chance of killing a tank dead. (Assuming no implosion immunity). And with the new crit ranges on many weapons...what do you think happens when they do hit? Even with BUR/Tia gear and an Asmodeus Artifact...the damage is really quite vile.
Well, a cleric can spam EQ...guess what, with over 1k hps for any str tank with even a 14 base constitution...that won't do too much with unlimited heal potions. And its not like the tanks will fail their saves, since thats a 56 DC at maximum.
How about Destructions? Well, thats a 55 save. So again a 1 in 20 chance of full damage. Don't expect instant death on that, since death immunity is soooo easy to get. And even if the tank somehow didn't have it, its a 1 in 20 chance again.
Harm? Assuming your touch attack even lands, 100% neg protection is sold in Rips, and hard for clerics to dispel (only one item in the game can do it for a cleric) Also, I don't know if touch attacks have legendary AB factored in, but I suspect they don't. Chances are, the 83 AC of your average STR tank with a guild dropper active won't land. And a dexer? Forget it.
Well how about mages? Flesh to Stone, level 60 pure wizard, with legendary transmutation and a max Genie int with demigod bonuses and int artifact is...59. Tanks have a 1 in 20 chance of ever failing that one. And if a tank can strip away the 80% conceal of a level 60 pure wizard (a) Easy to do with mord scrolls, and b) everyone else has less conceal), then the tank will definately always hit on 19 out of 20 swings. And then crit they'll the bejesus out of all non PMs.
Meteor swarms? Well, thats a maximum DC of 57 again. Melee classes are now designed for a MINIMUM of 60 DC for hell-checks. And since so many splash monk for tumble AC, or rogue for UMD/Scrolls...they have evasion. Which is again, a 1 in 20 chance of taking ANY DAMAGE AT ALL.
Wiltings? 56 fort save for half damage. And its magic damage, which is a LOT easier to defend against than when the guild AC dropper was originally designed. Then, there were zero magic immunity items. Zero. Now, a tank with rather good gear can get 75% 20/-. With only URs, a tank can get 60% 15/- vs magic. And with tank hps...a mage will be long dead before damaging down even a 1060 hp tank (mine) going about 50-70 pts at a time.
How about Finger of Death? Empowered even? Well, aside from neg protection being sold in stores, once a caster strips it away (which they can do easily, even through mords/breach rings), thats going to be a 55 fort save fort save which a tank will always make, and is unlikely to die from anyway. Plus they can always drink a potion for a quick 100% immunity again, and then toss on their 50% negative immunity.
Wails and Weirds? Forget it. Gear prevents it. But...even if it didn't? Thats a 57 fort save for wail, which will again never be failed by a tank designed for a base 60 hell save...and str tanks will be much higher, pally splash higher still. Weird? 64 willsave.
Finally something above 60! Assuming they have no mind immunity, a 64 might work on non-pally splash fighters, who have poor wisdom and didn't take legendary wisdom. Oh, but wait, there's a companion fort save. Still, 64 is over the target 60...but it will realistically be below a STR tank save. Indeed, Malavaine's saves are both well above that number.
The bottom line is that even with max int/wis, an artifact, demigod status, and legendary spell focus - a caster's DC simply will not have better than a 1 in 20 chance of breaking a modern meleer's saves.
That is why I suggest the following: That the Guild AC Dropper be altered to include a SAVES DROP. I'll leave picking an appropriate number to those who do balance and are better with numbers than I am.
But the end point should be that casters have a fair chance of their DC beating fighter save checks, since fighters now have an excellent to near perfect chance to hit caster AC.
However, now things are skewed the other way as a matter of reality, thanks to LL-AB bonuses and +1514/13 weapons.
A tank, like say Malavaine Ruinvorn, has a 92 ab with the legendary AB adjustment. Now, thats real AB and not charactersheet.
However, using the AC dropper on a Cleric with a +20 shield and Girding...like, say Ariadne Ruinvorn...drops the 122 AC down to 82 or 72, depending on wackiness (See bug forum). Since I've SEEN it dropped to 72 with my own eyes...I'll use that number.
A 92 ab is not going to miss a 72 ac. Like, ever. (Baring ones of course)
Now, dexers may have more AC. Gry'Kati has had up to my knowledge about 146ish as a dexer bard. Well, a 96 ac after dropper has at least a sane chance against a 92ab. But...thats melee vs melee. I'm more talking about melee vs caster.
My wizzy self? With full BURs and a tower shield had about 115ish AC. -50 is about 65ac. A 92 ab fighter will hit them left handed while drunk.
Now, while I do think that AC drop maaay need to be looked at for the new Legendary AB bonus (Since 92 AB is by no means the cap...I know two fighters with more off the top of my head) that is NOT the point of my discussion here.
Point is, casters are now at a severe disadvantage in guild combat vs fighters. You've already seen the fighter offense vs cleric/mage defense (Yes, I know conceal wasn't taken into account. Yes, its also true that many meleers can strip conceal even if you're wearing both a mords and breach ring at once, so thats not why its part of this analysis.)
Casters offense vs fighter defense is all about DC vs saves. Assuming the caster finds the holes in the fighter defensive equipment (and they do exist, I'm not talking about immunities from gear either, since no one can cover absolutely everything at once)...consider this:
A level 58/1/1 Half Celestial Cleric, with max wisdom, demigod status, legendary evocation focus, and a wisdom artifact has an implosion DC of 57. Thats the level 9 spell, highest possible DC.
With legendary save feats, or strength tank saves, or pally level...any tank worth their salt will have a fort save WELL over 60. 60 is the TARGET MINIMUM for Hell saves now, and I think its safe to say that no str tanks will have less.
And the save check is save bonus +1d20 vs 57. So a 60 minimum +1d20 is ALWAYS greater than 57.
Thus - a tank has a 19 in 20 chance hit a cleric, and a cleric has a 1 in 20 chance of killing a tank dead. (Assuming no implosion immunity). And with the new crit ranges on many weapons...what do you think happens when they do hit? Even with BUR/Tia gear and an Asmodeus Artifact...the damage is really quite vile.
Well, a cleric can spam EQ...guess what, with over 1k hps for any str tank with even a 14 base constitution...that won't do too much with unlimited heal potions. And its not like the tanks will fail their saves, since thats a 56 DC at maximum.
How about Destructions? Well, thats a 55 save. So again a 1 in 20 chance of full damage. Don't expect instant death on that, since death immunity is soooo easy to get. And even if the tank somehow didn't have it, its a 1 in 20 chance again.
Harm? Assuming your touch attack even lands, 100% neg protection is sold in Rips, and hard for clerics to dispel (only one item in the game can do it for a cleric) Also, I don't know if touch attacks have legendary AB factored in, but I suspect they don't. Chances are, the 83 AC of your average STR tank with a guild dropper active won't land. And a dexer? Forget it.
Well how about mages? Flesh to Stone, level 60 pure wizard, with legendary transmutation and a max Genie int with demigod bonuses and int artifact is...59. Tanks have a 1 in 20 chance of ever failing that one. And if a tank can strip away the 80% conceal of a level 60 pure wizard (a) Easy to do with mord scrolls, and b) everyone else has less conceal), then the tank will definately always hit on 19 out of 20 swings. And then crit they'll the bejesus out of all non PMs.
Meteor swarms? Well, thats a maximum DC of 57 again. Melee classes are now designed for a MINIMUM of 60 DC for hell-checks. And since so many splash monk for tumble AC, or rogue for UMD/Scrolls...they have evasion. Which is again, a 1 in 20 chance of taking ANY DAMAGE AT ALL.
Wiltings? 56 fort save for half damage. And its magic damage, which is a LOT easier to defend against than when the guild AC dropper was originally designed. Then, there were zero magic immunity items. Zero. Now, a tank with rather good gear can get 75% 20/-. With only URs, a tank can get 60% 15/- vs magic. And with tank hps...a mage will be long dead before damaging down even a 1060 hp tank (mine) going about 50-70 pts at a time.
How about Finger of Death? Empowered even? Well, aside from neg protection being sold in stores, once a caster strips it away (which they can do easily, even through mords/breach rings), thats going to be a 55 fort save fort save which a tank will always make, and is unlikely to die from anyway. Plus they can always drink a potion for a quick 100% immunity again, and then toss on their 50% negative immunity.
Wails and Weirds? Forget it. Gear prevents it. But...even if it didn't? Thats a 57 fort save for wail, which will again never be failed by a tank designed for a base 60 hell save...and str tanks will be much higher, pally splash higher still. Weird? 64 willsave.
Finally something above 60! Assuming they have no mind immunity, a 64 might work on non-pally splash fighters, who have poor wisdom and didn't take legendary wisdom. Oh, but wait, there's a companion fort save. Still, 64 is over the target 60...but it will realistically be below a STR tank save. Indeed, Malavaine's saves are both well above that number.
The bottom line is that even with max int/wis, an artifact, demigod status, and legendary spell focus - a caster's DC simply will not have better than a 1 in 20 chance of breaking a modern meleer's saves.
That is why I suggest the following: That the Guild AC Dropper be altered to include a SAVES DROP. I'll leave picking an appropriate number to those who do balance and are better with numbers than I am.
But the end point should be that casters have a fair chance of their DC beating fighter save checks, since fighters now have an excellent to near perfect chance to hit caster AC.