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Post by mishimayukio on Jun 19, 2006 6:55:28 GMT
Heres one, instead of magic vestment giving AC, have it give temporary partial physical immunity. Say 5% every 15-20 casterlevels, with bonuses for abjuration focuses. one idea is that changing undeath's eternal foe.... maybe u can reduce it duration and add more powerful effect like addition damage to undead and maybe outsider? I quite like UEF exactly as it is. The immunity to blindness/deafness and negative energy can save a party. Another not so well known fact about it is that it does NOT get dispelled by anything less than a 50 casterlevel Mord's. I can't count the number of times it has saved me in the desert from damage from dev arrows and harm, and it doesn't get dispelled there if you choose not to wear a Mord ring.
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Post by sumonelse on Jun 19, 2006 8:25:06 GMT
How about adding caster lvls for AA like you have for PM? Maybe some spell slots or Skill Focus and Epic Skill Focus for Spot and Search. That seems appropriate to the class given that archery relies on a sharp eye. Perhaps the Called Shot Feat or (this one might be a bit much) Overwhelming Critical thus representing the fact that they are Weapon Masters of the bow and when they get a bullseye it's a gooder.
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Post by gruntgruntson on Jun 19, 2006 12:57:49 GMT
I do not think Overwhelming Crit for AAs would be too much to ask. Bows crit on a 20 (x3). WIth Improved crit, a 19-20 (x3). Overwhelming would take it to 19-20 (x3) (+2d6). There are already weapons with +2d6 Mighty Critical properties, which override Overwhelming crit. I don't think spending a feat on an avg. of +7 dmg is that powerful.
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Post by lala on Jun 19, 2006 13:03:05 GMT
Suggestion for Monk; Spell reflection of hostile spells when a successful SR check occurs; Requires all 10 Improved SR feats.
I appreciate you did respond to this suggestion Funky and mentioned it is a pretty complex thing that would be a lower priority in looking at, just wanted to mention it again so it stays on the radar. Cheers.
Regarding Monk gloves. I feel a secret monk glove makes sense as it really needs more stats-abilities than the usual weapons. This is due to it requiring both offensive (weapon type stats) and also support-defensive (comparable to those worn by most other classes) stats. As a secret could make it that it needs 25 monk levels to equip??
Cheers Lala
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Post by FunkySwerve on Jun 19, 2006 16:05:28 GMT
Aye hear ya there on keeping the ab bonus down a bit to keep the buffs up. I've messed with it in the toolset... I actually made some monkey gloves awhile back...scripted a unique power on them...which basically added temporary 2d12 damage types for X amount of duration/2 uses a rest. Then for regular perma item props had +20 ab and then a few perma 2d12 damage bonuses. Not sure how keen you are on going that route but thought I'd throw it out as an option. Those monkey gloves were brutal indeed... Pretty set against using onhits, as they are quite laggy. Having lower player caps now with the third server gives a bit more leeway, but not that much, and I'm in no hurry to lag it up again. This is similar to my AA fix on the new bows, but monks get just a few more attacks per round. Funky
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Post by FunkySwerve on Jun 19, 2006 16:09:47 GMT
one idea is that changing undeath's eternal foe.... maybe u can reduce it duration and add more powerful effect like addition damage to undead and maybe outsider? or give greater restoration the same ability as resurrection? give that person temp hp and temp physical imm? and maybe at lvl 50+ change this spell range from sing to small area? planar ally quite useless maybe u can change this spell to give one ally 50% imm to one element? and there is raise dead.... maybe dont change the fact of it only give tanget one hp but also give it similar effect at stone of rebith? and there is death ward.... maybe give it imm to implsion at lvl 60?...which give a reason for people to for pure cleric other then iwth one monk... Not really interested in spell edits here unless they are to shore up a class weakness. PMs, sure. Clerics aren't particularly weak. Please report these in the appropriate spell thread, and I'll look at them after class edits are done. Funky
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Post by FunkySwerve on Jun 19, 2006 16:12:29 GMT
Heres one, instead of magic vestment giving AC, have it give temporary partial physical immunity. Say 5% every 15-20 casterlevels, with bonuses for abjuration focuses. Again, not the place for spell suggestions. I'm not convinced that clerics are all that weak defensively, and I'm definitely not ready to give them more % immunity, because they would outstrip many tank classes. Funky
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Post by FunkySwerve on Jun 19, 2006 16:21:07 GMT
How about adding caster lvls for AA like you have for PM? Maybe some spell slots or Skill Focus and Epic Skill Focus for Spot and Search. That seems appropriate to the class given that archery relies on a sharp eye. Perhaps the Called Shot Feat or (this one might be a bit much) Overwhelming Critical thus representing the fact that they are Weapon Masters of the bow and when they get a bullseye it's a gooder. Adding casterlevels wouldn't accomplish much for any AA with only 1 level of caster class - many or most of them - because they would still only have access to first level spells. Shield only goes so far, ditto mage armor. More likely to see something along the lines of an EV as fusa suggedted, but I'm not real happy with that solution either, as it would have to be via item. As far as over crit goes, I was actually considering dev crit, because bows have a reletively low crit range, and only a 1 save would fail. That's a pretty low chance of a one-shot kill, much lower than the assassin currently enjoys. 1 in 200 shots that hit (nearly all shots hit) would insta kill. At 6 attacks (is it 6 with rapid fire? haven't played AA in forever) per round, thats roughly once every 36 rounds or so - 6 times less often than the assassin's 1/6 rounds. Over crit itself makes a very small damage difference. Funky
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Post by FunkySwerve on Jun 19, 2006 16:25:06 GMT
Suggestion for Monk; Spell reflection of hostile spells when a successful SR check occurs; Requires all 10 Improved SR feats. I appreciate you did respond to this suggestion Funky and mentioned it is a pretty complex thing that would be a lower priority in looking at, just wanted to mention it again so it stays on the radar. Cheers. Regarding Monk gloves. I feel a secret monk glove makes sense as it really needs more stats-abilities than the usual weapons. This is due to it requiring both offensive (weapon type stats) and also support-defensive (comparable to those worn by most other classes) stats. As a secret could make it that it needs 25 monk levels to equip?? Cheers Lala We may make a secret, but I may also go the AA route and just ensure that there are enough high-ab gloves out there with good damage on them. Currently its one with good ab (ssith) and one with good damage (db), at least as I'm using the terms. Keep the ideas coming! Funky
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Post by Master Jaxx on Jun 19, 2006 16:54:03 GMT
The unique power I was talking about wasn't a "on hit" property, it just adds a temp property for a damage type instead of adding it to the gloves perma like is usually done when making an item via toolset. It's much like when someone casts gmw on a sword or keens it.
Example: AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGEBONUS_2D12), oItem,500.00);
It is not like "on hit combust lvl" whatever a la Meteor Shower Gloves...essentially you could add temp feats, damage immunity to the item. It can't be dispelled either because it is added to the item literally+temporarly. So, not sure how this would lag the server up.
Those gloves I made were like this:
+20 ab 2d12 magical, divine, positive, neg. Unique Power 2 uses a day. (Item lvl restriction 40th lvl). Then upon using the gloves it added the 2d12 damage types. I had originally made them so as to beat the 40th lvl item lvl restriction. It doesn't increase the items lvl either. Basically it was a set of gloves with the following stats: +20 ab 2d12 magical, divine, pos, neg, acid, cold, elec, fire, sonic, slash, piercing, blunt...lol (I realise blunt doesn't stack or whatever in this case of the unarmed monkey). These have quite a bit on them too I realise...but I made them this way in my own mod to test the idea out.
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Post by Delfestra Ruinvorn on Jun 19, 2006 18:36:41 GMT
Having lower player caps now with the third server gives a bit more leeway, but not that much, and I'm in no hurry to lag it up again. Funky We have a third server? Since when!?!? What is the address??
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Post by FunkySwerve on Jun 19, 2006 18:41:24 GMT
Since yesterday. Check your email. Or llok at the portals in the docks. ;D 64.237.35.113:5121 Funky
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Post by FunkySwerve on Jun 19, 2006 19:02:56 GMT
The unique power I was talking about wasn't a "on hit" property, it just adds a temp property for a damage type instead of adding it to the gloves perma like is usually done when making an item via toolset. It's much like when someone casts gmw on a sword or keens it. Example: AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGEBONUS_2D12), oItem,500.00); It is not like "on hit combust lvl" whatever a la Meteor Shower Gloves...essentially you could add temp feats, damage immunity to the item. It can't be dispelled either because it is added to the item literally+temporarly. So, not sure how this would lag the server up. Those gloves I made were like this: +20 ab 2d12 magical, divine, positive, neg. Unique Power 2 uses a day. (Item lvl restriction 40th lvl). Then upon using the gloves it added the 2d12 damage types. I had originally made them so as to beat the 40th lvl item lvl restriction. It doesn't increase the items lvl either. Basically it was a set of gloves with the following stats: +20 ab 2d12 magical, divine, pos, neg, acid, cold, elec, fire, sonic, slash, piercing, blunt...lol (I realise blunt doesn't stack or whatever in this case of the unarmed monkey). These have quite a bit on them too I realise...but I made them this way in my own mod to test the idea out. We can just add those normally rather than temporarily - I'm just not sure they'll be enough. The item level cap at 40 was reset to 200M. I don't believe the temps will stack with their own types. If they will, that may do the trick. LMK if they do. Thanks, Funky
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Post by Master Jaxx on Jun 19, 2006 19:33:43 GMT
Tested it out and they don't. I think lala had hinted towards this but unarmed monkeys lose out on a slot...maybe the temp item props idea could be added to a set of gloves...to give the monkey, 10% immune to physical damages, ac deflect bonus, some regen, + to saves...(a la Brazen Defiance) like I had mentioned earlier temp feats, immunity and such can be added. So essentially giving the monkey a set of gloves that do damage like normal but give the bonus that other classes get from that particular slot. My 2 cents...I'll keep the ideas coming.
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Post by FunkySwerve on Jun 19, 2006 21:38:47 GMT
Not sure why the focus on temp props - so that only monks of a certain level can get? They just seem messy to me, tbh. Did he bludge damage add? Not sure if gloves themselves are treated by the engine as a bludgeoning weapon, because the fists do bludge without them. Funky
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