Post by woqued on Feb 25, 2020 18:33:36 GMT
It's nice that you have set templates for different monster types; that actually streamlines how well you can balance 1handed/2handed multiplier damage against the streamlined template as opposed to 2handed multiplier damage, since you can access DR numbers easily. This means you can balance both newer and older zones somewhat easily if you were to do a major change on the balance here; and doing a +1 attack on dualwielders + removing the AB penalty is actually a viable approach, since you can tweak base DR/imms/whatever is necessary uniformly. That's very cool.
XR Damage: I'm sure many will disagree with me, but I recall having done this post before. I'll link it here. highergroundpoa.proboards.com/thread/25677/ranger-ac-weapon-choices?page=2 - second post, suggested change at the time was to drop ele dices by 2. Obviously the example only has one white slaad dummy and doesn't take everything into account, but it certainly paints a picture - it's not a specialist mob. But as you said, going through all the weapons is quite time-intensive (and boring) and this may not even be a necessary change, there might be better ways to go about it. I also think Limbo pt2 is mainly done still *because* XR weapons are so strong and make it less of a slog, so take it as you may. Half the populace and even the retired seniors would rebel and be up in pitchforks if their XR weapons are touched without addressing Limbo time-investment.
- IF - the HYPOTHETICAL 2 ele dice nerf on XR weapons were to hit the game, I would assume you would do a casual across the board drop on Limbo critter hp of ~~ similar amount. Note that this XR weapon nerf would also bring ranged characters closer to that of melee characters in terms of power without needing to address them separately.
Edit: for those who don't care to go through my old crap:
Average damages against a White Slaad with ele buffs and no exo buffs (no 40% multiplier on these, so 1h weapons or dualwield):
Imms+DR taken into account sort of.
XR suboptimal pre-nerf: 111
XR suboptimal theoretical postnerf: 80
DBoptimal3+3: 60
Limbop1optimal: 60
--
I don't see a need to remove weapon buffs altogether. I was referring to the autobuff system that consumes ALL of your buffs and buffs random weapons and works... oddly midrun. People have a collection of weapons on a character for all the different runs - so the autobuff system works poorly currently. If we had a 1 slot per player cost instead of 1 buff per weapon (heck, or even 3 buffs per player, or whatever amount is deemed sufficient) that would also take care of the dualwielding dilemma where you buff 6 weapons on a single dualwielder and cause immense headaches. I'm not exactly sure where our disconnect lies on this?
An interesting thought occured to me: would it be possible to implement a feat that gives you a different bonus depending on which of STR or DEX is your main stat? And depending on which you get either a multiplier on your damage (including 1h!) or an extra attack?
-- towards non-Funky readers ^all of the above is just hypothetical discussion, don't get all wired up and post some passive-aggressive attacks, take part in the discussion in a civil way please and thank you
XR Damage: I'm sure many will disagree with me, but I recall having done this post before. I'll link it here. highergroundpoa.proboards.com/thread/25677/ranger-ac-weapon-choices?page=2 - second post, suggested change at the time was to drop ele dices by 2. Obviously the example only has one white slaad dummy and doesn't take everything into account, but it certainly paints a picture - it's not a specialist mob. But as you said, going through all the weapons is quite time-intensive (and boring) and this may not even be a necessary change, there might be better ways to go about it. I also think Limbo pt2 is mainly done still *because* XR weapons are so strong and make it less of a slog, so take it as you may. Half the populace and even the retired seniors would rebel and be up in pitchforks if their XR weapons are touched without addressing Limbo time-investment.
- IF - the HYPOTHETICAL 2 ele dice nerf on XR weapons were to hit the game, I would assume you would do a casual across the board drop on Limbo critter hp of ~~ similar amount. Note that this XR weapon nerf would also bring ranged characters closer to that of melee characters in terms of power without needing to address them separately.
Edit: for those who don't care to go through my old crap:
Average damages against a White Slaad with ele buffs and no exo buffs (no 40% multiplier on these, so 1h weapons or dualwield):
Imms+DR taken into account sort of.
XR suboptimal pre-nerf: 111
XR suboptimal theoretical postnerf: 80
DBoptimal3+3: 60
Limbop1optimal: 60
--
I don't see a need to remove weapon buffs altogether. I was referring to the autobuff system that consumes ALL of your buffs and buffs random weapons and works... oddly midrun. People have a collection of weapons on a character for all the different runs - so the autobuff system works poorly currently. If we had a 1 slot per player cost instead of 1 buff per weapon (heck, or even 3 buffs per player, or whatever amount is deemed sufficient) that would also take care of the dualwielding dilemma where you buff 6 weapons on a single dualwielder and cause immense headaches. I'm not exactly sure where our disconnect lies on this?
An interesting thought occured to me: would it be possible to implement a feat that gives you a different bonus depending on which of STR or DEX is your main stat? And depending on which you get either a multiplier on your damage (including 1h!) or an extra attack?
-- towards non-Funky readers ^all of the above is just hypothetical discussion, don't get all wired up and post some passive-aggressive attacks, take part in the discussion in a civil way please and thank you