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Post by Delfestra Ruinvorn on May 31, 2006 17:21:22 GMT
Alright...can you instead then up the damage per missle by 5 to counteract this problem? 2d4 +7 each or something?
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Post by FunkySwerve on May 31, 2006 19:13:42 GMT
No, it's a first level spell. Use it on things without mr, but with high sr. Funky
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Post by Delfestra Ruinvorn on Jun 1, 2006 15:23:38 GMT
aaaalright, but most things I can think of with high SR also have MR.
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Post by Delfestra Ruinvorn on Jul 10, 2006 21:32:02 GMT
Funky:
Can you take a look at the DC scaling for Combust? Reason for this is, unlike Melfs the target critter has a chance based off of reflex to avoid subsequent damage by making the save. What with monster saves as they are, in LLs this spell is unlikely to get a second round burn.
Not only do I think it is hilarious to watch monsters run around on fire, but since the secondary damage of the spell was upped with the spell uncapping, it really is kindof pointless without upping the DC of the reflex save to avoid further damage.
After all, a persistent damage spell that isn't persistent probably isn't quite what you had in mind...
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Post by FunkySwerve on Jul 10, 2006 21:36:57 GMT
Whats dc currently? Funky
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Post by mishimayukio on Jul 10, 2006 23:20:21 GMT
Level 2 spell, so DC = 10 + 2 + stat mod + focuses. Maximum 48 with illithid, eye of vecna, great int 10, LL evo focus. (maybe conjuration)
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Post by FunkySwerve on Jul 11, 2006 0:50:52 GMT
Let me rephrase my question: Is dc currently bugged, or are you suggesting an increase from standard? Not sure what you mean by 'take a look'. Funky
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Post by Delfestra Ruinvorn on Jul 11, 2006 19:10:45 GMT
I am suggesting an increase from the standard to give the persistent portion of the damage a better chance of happening, because most things at high levels have saves that nullify the persistent damage portion, since a successful save means no further damage at all and most things in my experience make the first save just with their reflex bonus.
Plus it'd mean I'd get to watch things running around while on fire.
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Post by lusitania on Jul 12, 2006 2:01:11 GMT
Would it be possible to make the massive sander from the druid epic enchantment spell not instantly die in desert/underwater areas? It is already not the most impressive epic around (Shroud of nature aside), having it be totally useless in large areas of the game is somewhat unfortunate. It seems especially strange that a massive sander would die from sand, right next to all its smaller sander bretheren who apparently have no problem.
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Post by FunkySwerve on Jul 12, 2006 5:08:30 GMT
Have you tried it recently? Sanders should no longer drown in quicksand. Funky
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Post by Delfestra Ruinvorn on Jul 26, 2006 18:04:07 GMT
Note: Level 9 Bigby hand damage does not appear to have been upgraded...For people who do use it, a level 20+ or level 40+ damage adjustment may be warranted, because as is any damage is soaked off of resistance in certain high level areas. Most recent test = with beholder area.
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Post by fusa on Jul 26, 2006 19:38:38 GMT
Could Evard's Black Tentacles be scaled for LL's? After using this in desert illithads, and beholders My max damage was around 12 and that was a small fraction of the creatures that were in the cloud, also didnt notice any being stunned or otherwise affected.
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Post by FunkySwerve on Jul 27, 2006 2:24:56 GMT
Yup it's already on the list, thanks. Funky
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Post by MurphysLawAgain on Sept 9, 2006 15:19:13 GMT
Could identify be changed to auto-id a characters gear (using the wyrm mass identifier script)? It would make it easier to split loot part way though a run if required. Perhaps Legend Lore could do the same for a party?
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Post by FunkySwerve on Sept 9, 2006 19:31:25 GMT
No, that'd kill the utility of Lore and throe Leg Lore out of balance as well. Funky
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