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Post by Lokison on Aug 25, 2004 16:54:02 GMT
Actually its not that said item needs to be removed its simply that it needs to have comparable counterparts if the item is going to be used. I don't really "mind" the fists of god per say in concept. if the monsters are going to keep getting "stronger" then the items will have to match up. what i do mind is when there is a disparity among items. tonight i'll have some more time so i can look into how "enchantable" the various weapons are and try and come up with a baseline item.
(in other words suppose on a scale of 1-10 some items can be enchanted 10 and some will be enchantable at one. I'll try and i.d. the item at 5 and post it so that new weapons can be made wih this item and then the enchancments carried over to the weapon originaly intended to be made that should keep items from getting to spread apart. Of course if it is as i suspect easier for certian items to be enchanted they will be avalible at lower levels but that will be alright as there probably is a reason for it (such as a lower mundane attack value or some such))
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Post by Slayer on Aug 25, 2004 17:03:27 GMT
or mabye just tone them down a bit, like remove the 2d12 divine or something and reduce the other damage types to 2d10 Can't just remove effects. Would have to remove the item from the shop, remove it from everyone's inventory and/or create an entirely different pair of gloves to keep from invalidating characters. They were intended to be a part of the monk item set and weren't intended to be sold in the shop. I couldn't agree more that they are too powerful, but since this one item usuable by only one class is causing you such pain and grief it's removal seems necessary I agree with lokison that it appears that gloves in general seem to be able to take more properties than typical items. Rastan, I can't tone down the gloves and let you keep them too. It would invalidate your character. I am all about toning them down and agree that it would be best for the server. To do so I'll have to remove them from everyone's inventory (and tell them it was your idea ;D). Are you prepared to face the consquences?
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Post by Slayer on Aug 25, 2004 17:05:04 GMT
So which is it dworkin? You hate that the server is fighter based yet you want me to offer them more powerful items to compare with the Fists of God. Can't have it both ways brotha. You must choose, but choose wisely
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Post by Rastan on Aug 25, 2004 17:07:56 GMT
Maybe. Monsters should be getting more immune to divine,negative,magical, and positive damage from weapons. However, from the viewpoint of my mage if more monsters were suddenly given 5-10 magical resist. IGMS would barely be enough to make them go to "barely injured". with most spells being attached to items, it seems the need for a mage just keeps on getting smaller.
on a side note, One of my people I partied with was complaining that because she had UMD see was required to make a save to use mass heal scrolls even though she was a cleric
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Post by Anonalbe on Aug 25, 2004 17:09:34 GMT
They certainly need to be balanced with the other weapon classes, but it probably will not be done by making the other classes stronger. Slayer has stated in another thread that they are currently capping weapon level requirements at 33 and will not make weapons stronger than that available yet. So it looks like the only way to balance them would be to make them weaker.
Slayer - You said that the item shop will quit selling the fists. Will they be removed from inventory as well?
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Post by Higan on Aug 25, 2004 17:14:29 GMT
from what i've seen most people would be thankful for the gloves to be gone, even the monks cause they're too good
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Post by Slayer on Aug 25, 2004 17:16:27 GMT
I don't feel that I am able to make this decision without the counsel of the rest of the admin. Rip has never gone against the public wants of the server. I am VERY impressed that you, the players, are actually asking that a powerful item be nerfed/removed from the game to balance it. It speaks highly of the quality of our players. The immediate fix will be to remove the gloves from the shop. This should have been done weeks ago. The permanent solution is still up in the air. As a full time builder now I no longer have the benefit of in game discussion to base building decisions on. All I know that occurs within game I know from KDX and these forums. Point being, the more people who come here and share the same thoughts and feelings on a subject, the faster and better I am able to serve you. Continue to post here on what you think should be done with the Fists of God to help us make our decision.
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Post by Rastan on Aug 25, 2004 17:17:53 GMT
yes. the reason monk's gloves get to powerful is becuase abilities for gloves cost less than ones for weapons. I was messing around in the toolset and wanted to create a rapier that the same abilitiesas Fist of God.The problem is that the level required was 45 for the same abilities.
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Post by Slayer on Aug 25, 2004 17:19:30 GMT
yes. the reason monk's gloves get to powerful is becuase abilities for gloves cost less than ones for weapons. I was messing around in the toolset and wanted to create a rapier that the same abilitiesas Fist of God.The problem is that the level required was 45 for the same abilities. ya was afraid of that. Try a flag or holy symbol. They are like item property sinks!
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Post by Rastan on Aug 25, 2004 17:22:10 GMT
I know. Dm Dragon's new flag has a regen of 20 and has a level requirement of 23.
modified the rapier so it now is lvl33 required with abilities of Attack Bonus +15 Damage Bonus: Bludgeoning 2d8 Damage Damage Bonus: Divine 1d12 Damage Damage Bonus: Magical 1d6 Damage Damage Bonus: Positive Energy 1d12 Damage
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Post by Slayer on Aug 25, 2004 17:23:26 GMT
Why did you give it bludgeoning damage? You hitting people of the head with the hilt?
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Post by Rastan on Aug 25, 2004 17:25:33 GMT
well, bludgeing and piercing damage have he same cost. I was just using it to see what abilities a lvl33 weapon would have and base the gloves off of that
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Post by lokison on Aug 25, 2004 17:28:24 GMT
i "think" that item properties cost is related to the base price of the item to be enchanted. i'll have to put together a spread sheet to be sure.
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Post by Lokison on Aug 25, 2004 17:31:41 GMT
HISS grr, bad bad bonus. never ever put this on anything its bad bad bad. use enchantment bonus instead. it boosts ab and damage. think about it an epic feat will give you +2 to ab. the most you can get from feats is +4 to ab. an item that grants ab is so powerful its not even funny. Not that i'm attacking you i just have a major issue with the ab bonus feature in the toolset.
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Post by Higan on Aug 25, 2004 17:33:44 GMT
why would a vorpal longsword be using a paladin?
besdies, monks can't get enchantment bonus i don't believe
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