Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Jan 24, 2005 12:45:27 GMT
For Mages : An item that boost their spell penetration Based on their level caster, (like +1 spell penetration/caster level). For the damage I think its doing nicely, the only trouble is to touch a target with spell and prolly the lack of number to do it. I think a majority of caster items should have slots/spells add. Maybe instead of changing mob +enhancement, change the Stoneskin propriety, (i.e. +7/20). If Im way out because we cant change spell without hak file tell me so Ill stop speaking about changing spell lol . Sincerly Dacrow
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3man
Neophyte
Posts: 10
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Post by 3man on Jan 24, 2005 13:36:22 GMT
Oh, one other thing - 3man, I added onunlock xp to chests in the highest-level areas as I fixed the last of the new drops. It won't count for much at that point, (1.5xdc=xp)but I'll add it to lower lvl areas gradually. Funky Thanks Funky I got my first XP from opening a chest at Zentharim Outpost just yesterday BTW is this the highest DC chest in this mod? And another question comes up. Is it a problem to get xp from disaming traps?
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Post by Grogbot on Jan 25, 2005 7:52:06 GMT
Hey funky, Regarding "especially since the updated ai tells monsters to head for casters more than it used to." Does this apply to ALL casters? Pally & Ranger? It SEEMS to apply to bards - well at least my L12 bard is getting owned by the Sorc Thralls and other casters in Hobgobs Grogbot
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Post by FunkySwerve on Jan 26, 2005 18:36:43 GMT
Dacrow - This isn't attainable by means of item use. We are systematicall reducing spell resistance and saves of high level monsters to deal with this problem.
3man - Yes, kinda a problem as I don't want to give rogues too much edge in xp, and I don't want to go back and redo 200 areas worth of chests. And no, thats not the highest dc in the mod.
Grogbot - Without checking the script, I think it applies to anyone who casts a spell, and probably prioritizes them if they cast a spell that damages the monster.
Funky
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Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Jan 27, 2005 11:56:16 GMT
I think to improve the Harper Scout is not in the class itself we have to change. But in the items for them.
-Like special item that cant be used with Use Magic Device. -An another idea would be to have a way better sell rate. Like lvl 1 +10% selling in value, lvl2 30% etc. -Create a special place where only Harper Scout can go or where its needed to be one to go to that place.
Sincerly, Dacrow
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Post by Higan on Jan 27, 2005 21:53:14 GMT
possibly add more of a use for appraise and possibly give higher bonuses to different classes at certain shops, like the stolen item selling place would probably give a higher bonus to rouges since they like them more, and besides, how can it be realistic without greedy little merchants wanting all your money?
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Post by FunkySwerve on Jan 28, 2005 1:35:10 GMT
I like the idea of implementing appraise skill, especially since were trying to make all the skills valuable. It'll also be easier now that only two shops buy (for mow). I'll get it working in those shops. Clasws items - Whatever we give the weaker classses as special class items will be non-umdable; otherwise, the stronger classes could use them by taking a level of rogue, and it would be back to the status quo, instead of helping out the weaker classes more. I just need suggestions as to what abilities would complement that class. Not sure appraise bonuses are it tho. Again, thanks for the input! Funky
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Post by Higan on Jan 29, 2005 13:13:09 GMT
to help out bards, possibly add some more lyrics for epic bards and you don't need to worry about other classes being able to use those
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Post by FunkySwerve on Jan 31, 2005 2:30:17 GMT
I like the idea of more lyrics, but whatever we do make, other classess won't be able to use. We already know HOW to do this, it's not an issue. What we could use, however, are suggestions as to specific item properties. Funky
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Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Jan 31, 2005 4:30:55 GMT
I think the idea of more SKILLS in the propriety would be great for bards, monks, or ranger or a way to make the skills imbue in the weapon/armor, like the gem of ligth.
I.E. : Disable Trap, Tumble, Open Lock, Search, Appraise, Animal Empathy, Lore, Use Magic Device.
That will help a lot for those class in need, otherwise put some weapon that will give higher AB then most of other class (tho i dont like this idea but may work).
Sincerly Dacrow
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Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Feb 6, 2005 13:46:19 GMT
Champion of Torm :
They need the rigth to use holy avenger, they are paladin at the very least. Or Holy warrior.
Would it be possible to be a special class to find some treasure instead of being a rogue to open high Lock DC ? I think that will put some fun in being something else.
Sincerly Dacrow
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Post by FunkySwerve on Feb 9, 2005 7:35:59 GMT
Dac - CoTs CAN use holy avengers, if they can 1) UMD or 2) find one with out a pally class requirement. The holy avenger property is bugged so that ANY class gains the benefits of the dispell effect. There will be a number of secrets that only certain classees can find and use.
Funky
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Post by Rodor on Feb 16, 2005 16:43:11 GMT
Druids druids druids, The problem with the druid class on the server is that many of their high level offensive spells are shared with the cleric, sometimes at a lower level for the cleric, so you can't really increase the power of these spells without messing up (read: overpowering) the cleric. So in writing these suggestions I'll only focus on the druid specific spells.
lvl 9 - Elemental Swarm - This is useless. Summons 4 greater elementals, aka meatshields. Since the druid lacks many offensive spells, this only slows the inevitable.
Lvl 8 - Bombardment - Decent damage spell, but only does physical, maybe add some fire in there.
Nature's Balance - Useless. This can't be targetted and the range is crap. It sure looks cool when casting, but I have to be right next to the enemy and they'll probably hit me in the process, and it allows a saving throw (probably what the heal side effect is for). Second, it only lowers spell resistance. The druid doesnt rely on spells enough for that to matter. As an improvement this spell should probably do a whole host of nasty thing to whoever gets caught in its range.
Lvl 7 - Aura of vitality - Good buff spell, although short, Clerics have access to this if they per the right domain. Increasing the duration of this one would help.
Creeping Doom - I've tried to give this spell a chance, cause it sounds like its really powerful but this thing is TERRIBLE! The description on it is wrong, it doesnt deal damage while a creature remains in it, it only deals damage the first round. The creature needs to exit and reenter the bugs for it to dmg them again, once per round. I tested this with a friend. Also, it does only phys, in relatively small amounts since the dmg ramp is so slow. Fix this spell so it actually dmgs them as they stay in the fluence, and possibly increase its power or the speed of the dmg ramp.
Lvl 6 - Stonehold - easy to resist, will negates. but otherwise I think it might be decent if it worked from time to time.
Drown - Instant death spell that I've never actually gotten to kill anything.
Crumble - Decent, a dmg upgrade wouldnt hurt for this one since it only effects constructs.
Lvl 5 - OWl's Insight - Only spell worth being a Druid spell.
Awaken - See below
Vine Mine - Bah.
Inferno - Damage over time doesnt really work well in this server
Lvl 3 - Call lightning - best druid offensive spell, too bad it maxes at 10d6
Greater Magic Fang - See below
Healing sting - Vamp touch owns this
Other level 3's - Nothing as good as call lightning, so dont waste a spell slot of anything else.
LVl 2 - Barkskin - Useful for the shifter, nothing else.
Blood frenzy - the AC plenty makes this not attractive to me, since there are better means of increasing str/con
One with the land - See below
Lvl 1 - Magic fang - see below.
My thought on the druid is that they shouldn't try to survive as spell casters. The offensive artillery spells just arent there. I think it would be better for Druids to focus more on their animal companions. Spells like greater magic fang and Awaken could be buffed so that the companion is able to actually fight in high level areas. Make greater magic fang top out at +10/+10, and increase the AB for Awaken. If the companion increased as the character level increased, not just class level it would be quite a decent fighter. I could buff my companion, unload whatever weak spells I have, then shapeshift into something and fight alongside it. I think this is would be the best playstyle to focus on.
I've also noticed some animals in the dead wood that can be tamed, if I have 40 animal Empathy, I should be able to tame one and have it survive in high level areas. Also, the big tree in the dead wood could give the druid some powerful buffs based on their druid level is another idea.
Anyway... I wrote this quickly and probably incoherrently, but I was asked for this several times. I'm a slacker, so what? !!
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Post by FunkySwerve on Feb 18, 2005 1:35:49 GMT
Thanks Rodor, I'll get to work on bumping some of these. Clerics are also getting a boost, so expect a few other bumped spells. I like the idea of bosting companions, and may try to boost the magic fang type effects, but the easiest fix is adding damage to spells, so there will be some of that too.
Funky
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Post by Lord FlashHeart on Feb 22, 2005 20:23:11 GMT
Arcane Archers I like the idea of the new quivers but I think the number of AA levels required to use them needs to be lowered. I understand the worry was that only arcane archers should use the arrows and the AA levels only restriction is for this reason. Now, I dont think AA levels should matter - as long as the character has 1 AA level he should be able to use the quivers (they can still have flat level restriction like all the other class specific items). Remember to get AA you have to use 2 multi-class options 1 for Wiz/Sorc/Bard and 1 for AA. I dont think you'll find many builds that will just take 1 AA level so that they can use the quivers as this uses up 2 of the 3 possible classes available for your build. So as long as you can make the quivers non - UMDable, and make it so the arrows cant be given to other chars, this should be enough to stop an army of fighter/archers from invading the server. After making an archer build that has 22 arcane archer levels, it seems I cant use any arrows that can actually hurt anything in post lev35+ areas as the only arrows I can use are the ones available in Rips. Even the archers in the lair of the guardians have stopped dropping their magic arrows! I think if we want archers to become a viable class at epic levels we need to give them appropriate tools for the job.
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