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Post by FunkySwerve on Aug 12, 2006 21:31:40 GMT
I'll take a look to modding the rage to make it look for temp bonus as well. Don't forget the LL bonuses for barb, they were done in part because large subraces had removed much of the benefits to barbs. As to pally, I need more specific details than that. Funky
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Post by flynn01 on Aug 16, 2006 21:05:00 GMT
Do the Quasiclasses for Staff Master or Bane account for Palemaster levels?
I had a notion to make a lvl 21Wiz/7WM/12PM but would the Pm levels add their +4 caster lvls to non-necro spells and their +14 lvls to Necro spells?
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Post by FunkySwerve on Aug 17, 2006 1:47:28 GMT
Please repost that in Drunken Monk. This is a suggestions thread, not a questions thread. Thanks, Funky
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Post by edonil on Sept 29, 2006 15:40:41 GMT
just a small thing if Arcane Archers could get Discipline as a LL class skill as they are a Little low on defense and item slots and with out there bow they are death meat other wise i think you have nailed the class spot on . Cheers Edonil
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Post by Balduvard on Sept 29, 2006 16:47:03 GMT
My AA has decent enough discipline, thanks to some good build planning Regardless, I'm pretty sure editing base skills or how other core elements of the levelling process are handled is going to be considered off-limits (otherwise you'd start seeing arguments for caster classes to receive the same treatment). And as Funky has said before: AAs are definitely not getting any more bonuses in the near future. Funky
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Post by doomsdaybringer on Oct 1, 2006 19:11:45 GMT
hi can fighter's stone/bouse damage be change? As right now the only creature that can be damage by my lvl 56 fighter's (30 fighter lvl before LL) bouse slash damage is shrill.... Apart from doing like 10s damage to shrill it is totally useless... here is the break of its.... In drow...drow have major dr and imm to physical damage, and so the bouse slash which have not ench or +ab does nothing In Ssith... a dexer does the same dmage as to st tank, all the difference is that sssith to drow is that they has less element dr or imm but more phyical imm. In desrt...where st tank and physical suppose to be the most efficent.. the bouse slash damage does nothing. In lithid...only shrill doesnt show number/ 0/ number when i attack it.
so my suggestion is either remove the damge completely and change it to +ab per 10 lvl of figher and keen at lvl 20 for same duration as now... or give the fighter the ablilty to change the bouse damage type. may be perice at lvl 20 and bul at lvl 30?
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Post by FunkySwerve on Oct 1, 2006 22:25:53 GMT
+ab doesn't add anything once you hit the 20 bonus cap. The Hells will see far less physical immunity and more exotic. Funky
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Post by doomsdaybringer on Oct 1, 2006 23:34:09 GMT
+ab doesn't add anything once you hit the 20 bonus cap. The Hells will see far less physical immunity and more exotic. Funky first my meleer'+ab is almost(99%) never capped, since that would require some one to cast +14 or +16 gmw and+ prayer+bless and/or bard song. second unless deamon in Hells have NO DR and very very... phycical imunity fighter's stone will too be useless.. like maze for example the guardian doesnot have any phycial imm but thier 30/- dr make fighter's stone uselss AND harmful..
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Post by lala on Oct 5, 2006 15:05:37 GMT
Idea to help the unarmed monk using similar concept to the AA. At certain monk levels the Stunning Fist now has spell like abilities related to the Bigby line of spells but still uses 1 stunning fist so it is limited to monk lvls per day. It is resisted against at a check against the Monk's level + 10 + d20, to a maximum of 70 + d20. Duration can be fixed to 1 turn or uses the monk level for duration and dmg where applicable. Still requires a successful hit.
At Monk lvl 20 Stunning Fist does Bigby Interposing Hand At Monk lvl 30 Stunning Fist does the above + Bigby Forceful Hand At Monk 40 Stunning Fist does the above + Bigby Grasping Hand At Monk 50 Stunning Fist does the above + Bigby Clenched Fist At Monk 55 Stunning Fist does the above + Bigby Crushing Hand
Cheers Lala
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Post by kaldair on Oct 5, 2006 18:19:42 GMT
Hello everyone Well after playing here for a few months & building a dozen or so builds into Immo & I lost count of the [Test] builds, I have several observations & caveats: 1) I have focused on melee builds because - I like melee builds ;pp 2) I have focused on monk builds because - I like monks ;ppp 3) So with the caveats in place, here I go ... 4) Regarding Barbarian Rage - Too short of a duration - I agree with the earlier posts regarding duration & other improvements. My idea is more conceptual - make the rage last long enough to clear a map - I'm thinking conceptually along the lines of what I see spellcasters do - use up most of your spells clearing a Desert/Ssyth map with a group, then resting. The Barbarian's special should "last" about the same amount of time. How much time? Well I'm guessing 20 - 30 minutes? The total duration of the rage effect would be a combination of both the number of rages and their duration. I believe this should be character level & LL scaled up as well. 5) Regarding the Harper Scout secret - Too short of a duration - exact same concept as above regarding duration. 6) Regarding the Monk whirlwind - I agree with earlier posts regarding it's effectiveness. I might also add the expense of obtaining this special is incredibly steep for a fists-only, control class monk. These monks can't use the benefits of the WM class, so don't have that incentive to get the requiments that will get them Improved Whirlwind. In addition, the added points into Int and 5 precious feats to get the improved version hamstring an already mediocre damage output. Alternatives? I don't know what to suggest as I don't fully comprehend what is "easy", "hard", or "impossible" to do on HG. Some ideas might be to give Whirlwind & Improved Whirlwind as bonus feats to say a level 30-ish Monk - but no clue how hard this would be. 7) Regarding the Monk's Empty Body - Too short of a duration - exact same concept as above regarding duration. 8) I especially like lala's idea above for the stunning fist. Finally, Funky could you sticky a post letting us clueless one know what types of changes are either 1) Impossible or close enough to it, Possible but PITA's so unlikely, Already in process and finally Easy to do. I'm thinking along the lines of 1) Impossible - Changes to the Bioware engine such as Modifying any feat directly involving combat or Changing a class's speed 2) PITA - Modifying a class's AB progression such as Changing a how quickly a Monk's AB increases 3) Already in Process - Scaling xyz into LL's such as {insert an example here} 4) Easy - Modifying an existing HG modified feat such as modifying the Shadow Dancers' HG customized Shadow Daze. The reason for all of this is I want my mind to be thinking along the lines of both helpful & possible suggestions, without wasting your time asking you to re-compile the Bioware engine with an otherwise logical suggestion *Previews post* oops did I ramble? Sorry ... Kaldair
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Post by jillybean on Oct 5, 2006 18:47:26 GMT
5) Regarding the Harper Scout secret - Too short of a duration - exact same concept as above regarding duration. I agree. However I remember Funky saying in another post that the reason for the time limit (And its ability to be dispelled) was the fear that HS would be too powerful. I would like to suggest that in light of recent class, ability, gear, etc changes that this ability be changed to a permanent effect while wearing the secret item (And therefore non-dispellable).
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Post by FunkySwerve on Oct 5, 2006 23:56:13 GMT
Finally, Funky could you sticky a post letting us clueless one know what types of changes are either 1) Impossible or close enough to it, Possible but PITA's so unlikely, Already in process and finally Easy to do. I'm thinking along the lines of 1) Impossible - Changes to the Bioware engine such as Modifying any feat directly involving combat or Changing a class's speed 2) PITA - Modifying a class's AB progression such as Changing a how quickly a Monk's AB increases 3) Already in Process - Scaling xyz into LL's such as {insert an example here} 4) Easy - Modifying an existing HG modified feat such as modifying the Shadow Dancers' HG customized Shadow Daze. The reason for all of this is I want my mind to be thinking along the lines of both helpful & possible suggestions, without wasting your time asking you to re-compile the Bioware engine with an otherwise logical suggestion Nope, sorry, they don't break down that easily. If you look at previous suggestions you can get a pretty good feel for it tho. Funky
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Post by lala on Oct 6, 2006 11:15:35 GMT
Hi Funky is the Monk Bigby concept a yay or nay? To focus it more with unarmed monks it could be done so that if a monk has wpn focus kama then they just do a standard stunning fist instead of the modified (if the concern is that it strengthens all monks).
Thx Lala
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Post by FunkySwerve on Oct 6, 2006 14:17:38 GMT
Haven't decided. Please refrain from posting in this thread unless it's a suggestion. Funky
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Post by kaldair on Oct 6, 2006 21:17:16 GMT
Here's another wild idea to encourage "purer" melee builds - Allow the following feats (including their improved versions if applicable) to be either automatic (like cleave) or duration based (like the Harper Scout ability), instead of the current "selected" use, and require at least 30 levels of the benefited melee class to get the ability:
disarm, called shot, knockdown, stunning fist, whirlwind attack.
I got the idea while constantly clicking back and forth to between the icon in the quickbar & the monster hiding behind a party member's Dragon form trying to get a imp knockdown to hit. Might be a nice additional incentive to take some classes to higher levels ...
Kaldair
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