View Full Version : So uh... how do you all feel about this?
vtecfiend99
12-08-2008, 08:00 PM
nerf!
BlackSteel
12-08-2008, 08:12 PM
its not so bad, but then again all my barbs were large weapon weilding machines, no dainty sticks or pig pokers
rapier barbs end up doing more damage with the crit multiplier instead of crit threat, the trade off is that their on crit weapons are less effective.
disappointing for any 20/x3 weapon or 20/x4, but gives a reason to actually use a falchion now
Lorichie
12-08-2008, 08:25 PM
I guess i dont really know yet until it's confirmed if all barbs can no longer train crit one and two, or just frenzied berzerness barbs. If just frenzied, i think it evens out with vicious line and increase in glancing blows and so on. If all, then i dunno, but i have believed that it would be changed in the future anyhow, but thats me.
fwiw,
R
Mhykke
12-08-2008, 08:27 PM
I guess i dont really know yet until it's confirmed if all barbs can no longer train crit one and two, or just frenzied berzerness barbs. If just frenzied, i think it evens out with vicious line and increase in glancing blows and so on. If all, then i dunno, but i have believed that it would be changed in the future anyhow, but thats me.
fwiw,
R
There's no way that it's just frenzied. Nobody would take it.
They're removing crit range 1 and 2.
Lorichie
12-08-2008, 08:28 PM
There's no way that it's just frenzied. Nobody would take it.
They're removing crit range 1 and 2.
True 'nuff.
R
vtecfiend99
12-08-2008, 08:32 PM
There's no way that it's just frenzied. Nobody would take it.
They're removing crit range 1 and 2.
and nerfing the dps axe wielding barb a little more in the process.
Deaths_ward
12-08-2008, 08:45 PM
and nerfing the dps axe wielding barb a little more in the process.
Anything that downplays dwarves is a net gain in my book.
Mhykke
12-08-2008, 08:46 PM
Anything that downplays dwarves is a net gain in my book.
This doesn't just downplay dwarves.
By your logic, if we reduced all barbarians strength by 20, this would be a good thing, b/c dwarves would be nerfed in the process, and "anything that downplays dwarves is a net gain."
bobbryan2
12-08-2008, 08:48 PM
This doesn't just downplay dwarves.
By your logic, if we reduced all barbarians strength by 20, this would be a good thing, b/c dwarves would be nerfed in the process, and "anything that downplays dwarves is a net gain."
Well... most axe barbarians tended to be barbarians because of the dwarven axe enhancements. Other races tended to be rapier, pick, or khopesh barbarians...
But yes... some non-dwarves will get nerfed equally.
Lifespawn
12-08-2008, 09:07 PM
its not so bad, but then again all my barbs were large weapon weilding machines, no dainty sticks or pig pokers
rapier barbs end up doing more damage with the crit multiplier instead of crit threat, the trade off is that their on crit weapons are less effective.
disappointing for any 20/x3 weapon or 20/x4, but gives a reason to actually use a falchion now
except rapier barbs get no glancing blows which can add up to alot of damage depending on how it's coded and whats the % chance it goes off is
Mhykke
12-08-2008, 09:10 PM
except rapier barbs get no glancing blows which can add up to alot of damage depending on how it's coded and whats the % chance it goes off is
But they get 2x the attacks.
Lifespawn
12-08-2008, 09:18 PM
But they get 2x the attacks.
yes against a single target they will be the uberdps but multitarget with cleave greatcleave and the new supercleave damage can add up along with all the glancing blows
Korvek
12-08-2008, 09:24 PM
yes against a single target they will be the uberdps but multitarget with cleave greatcleave and the new supercleave damage can add up along with all the glancing blows
Yeah, that damage will definitely add up, especially if you make all your weapons vicious.
Then it will add up against you :o
DaveyCrockett
12-08-2008, 09:30 PM
yes against a single target they will be the uberdps but multitarget with cleave greatcleave and the new supercleave damage can add up along with all the glancing blows
The only place DPS matters in this game is vs red-names, namely raid bosses. All other mobs can be w/p, banished, disrupted, or smited.
Cleave benefits mean little to nothing in the current state of this game.
Mhykke
12-08-2008, 09:31 PM
The only place DPS matters in this game is vs red-names, namely raid bosses. All other mobs can be w/p, banished, disrupted, or smited.
Cleave benefits mean little to nothing in the current state of this game.
Yep.
I don't place too much importance on glancing blows (other than the fact that they hit your main target also), or cleave.
I'd much rather the TWF'er against a single target vs. the glancing blows vs. multiple.
Dark-Star
12-08-2008, 09:50 PM
So if viscious applies to GBs, and you swing in a large group of mobs...
Deathseeker
12-08-2008, 10:01 PM
The only place DPS matters in this game is vs red-names, namely raid bosses. All other mobs can be w/p, banished, disrupted, or smited.
Cleave benefits mean little to nothing in the current state of this game.
Not true!
It's much faster to use cleave/glancing blows in Kobold Assault on Elite at level 10! Seriously, totally better than WoP rapiers!
BlackSteel
12-08-2008, 10:05 PM
So if viscious applies to GBs, and you swing in a large group of mobs...
you'd be looking at 70+ damage on a glancing blow, 35 or 38 base (because u now also have more str) plus 10.5 +1 + 21 viscious all averages, while taking roughly 8 damage each time.
thing is, you wouldnt HAVE to use frenzy all the time, just when you want to really kick some tail. +6 str and 6d6 on all attacks? if the cleric is down, or your short manning a quest w/o a real dedicated healer, just use rage.
but yeh, swinging an axe in the middle of a dozen kobolds is really going to hurt now, 12 x 4 + 5 = take an average of 52 damage every time glancing blows go off? But you'd deal 100 + 70 x 12 = 940 damage in one swing
Hobgoblin
12-08-2008, 10:12 PM
i must have missed something what nerf are we talking about here?
Strakeln
12-08-2008, 11:07 PM
There's a lot of problems with the current implementation, assuming the translations are correct:
First and foremost, the nerf to crit rage I and II. The issue, in my mind, is weapons... specifically greensteel or those bound by rituals (ex: 2 bound and attuned WoPs)
What's with all the AP requirements? I thought DDO was about customization, not "everyone must have the same feats and enhancements for a viable build". While many, like power rage, are likely to be taken, others like damage boost are not (ex: 14barb/2ftr, the 1st level ftr haste boost is more powerful than the 3rd or 4th tier barb damage boost, so why bother taking it... you'll never use it).
I hope there are more options than just the frenzied berzerker. Similar to the deepwoods sniper/tempest option (except with two viable options).
All this vicious stuff, combined with glancing blows, is a problem. Remember, barbs just got nerfed on HP a bit. Do we all need to respec to 3 toughness feats and dump whatever few remaining points we have into con and raging con enhancements?
Suggested changes to address what I see as problems:
A greensteel deconstruction method is long overdue, and it should be free for a month (no loss of ingredients in the process). This includes a way to unbind things bound by the eldrich device.
Remove action boosts from prerequisites.
Make two, or even three, viable paths. PLEASE!!!
Drop the vicious, provide a way to mitigate it, or make it optional. I suggest scrapping that portion and thinking up something else.
What I really like:
Supreme cleave. I've always been a fan of cleave and great cleave on my barb hybrid... I have some fantastic plans for what I'll be doing with Supreme cleave. Plus, killing myself will be much more entertaining.
Crit damage multiplier. We may yet see the return of Strakeln's Sword of Shadows! 15-20 crit range with x5 crits, assuming II and III stack? OH HELL YEAH. (psst don't forget to find a way to remedy greensteel weapons!!!!!)
What I'm not sure about:
It sounds like Frenzy is another boost-clickie. Jesus, Turbine, chill out on the **** boost-clickies! Monks are ridiculously stupid with them, please don't make my barbarian into a monk.
Strakeln
12-08-2008, 11:09 PM
i must have missed something what nerf are we talking about here?Eladrin posted a puzzle about frenzied berzerker. Part of it (still not confirmed officially) is that crit rage I and II are no more. The immediate concern, of course, is how many freakin larges I have to go collect now to replace my greataxe.
Here's the current best translation I've found:
http://compendium.ddo.com/wiki/Forum_Puzzles
QuantumFX
12-08-2008, 11:35 PM
All this vicious stuff, combined with glancing blows, is a problem. Remember, DWARF barbs just got nerfed on HP a bit. Do we all need to respec to 3 toughness feats and dump whatever few remaining points we have into con and raging con enhancements?
Fix in red
BlackSteel
12-09-2008, 12:16 AM
[COLOR="Orange"]First and foremost, the nerf to crit rage I and II. The issue, in my mind, is weapons... specifically greensteel or those bound by rituals (ex: 2 bound and attuned WoPs)
its makes puncturing, and to a lesser extent banishing just as effective on a barb as in any other class now, looking away from kensai third tier. those w/p rapiers on a barb will still be effective, just not as effective. And looked what that peirce specced character gains with the change.... from 13-20/x2 or 17-20/x4 to 15-20/x4, thats a jump from 16 to 24 extra swings worth of damage in critical hits. You trade some effectiveness in killing high hp trash mobs for a 50% boost to critical attacks. 1/3 your damage overall.
yes, yes i do really feel bad for all those barbs with w/p rapiers....
Strakeln
12-09-2008, 01:09 AM
Fix in redWasn't the old progression 5-10-15-20? And now it's 10-10-10-10?
Dorf barbs took a double-hit to the same nerf. There was a nerf sale at Wal-Bine that week.
Strakeln
12-09-2008, 01:15 AM
its makes puncturing, and to a lesser extent banishing just as effective on a barb as in any other class now, looking away from kensai third tier. those w/p rapiers on a barb will still be effective, just not as effective. And looked what that peirce specced character gains with the change.... from 13-20/x2 or 17-20/x4 to 15-20/x4, thats a jump from 16 to 24 extra swings worth of damage in critical hits. You trade some effectiveness in killing high hp trash mobs for a 50% boost to critical attacks. 1/3 your damage overall.Some people will feel that they no longer want the w/p rapiers on their barb, that they'd be better suited elsewhere. A w/p weapon is powerful on any class, crit rage or no. But for some people, they will be bound and collecting dust, locked away from trade or use by an alt. Which normally wouldn't be a problem, except for there was a massive involuntary overhaul to their character.
yes, yes i do really feel bad for all those barbs with w/p rapiers....It must be an awfully nice problem to have, for sure.
Desteria
12-09-2008, 02:57 AM
nerf!
I think it;s great it pulsl the game more towards the right feel fro a barbarian.
Mhykke
12-09-2008, 03:01 AM
I think it;s great it pulsl the game more towards the right feel fro a barbarian.
The problem is this makes dual wielding rapier barbs even more attractive (and so probably more in population.) That doesn't feel like what barbarians are.
Noctus
12-09-2008, 04:52 AM
There is a lot of speculation and what , ifs, not yet clear what will really bechanged.
But i get the feeling it is going in the right direction. From their background Barbarians were damage, rawwwwwWWW damage, kill it fast, kill it faster, kill it barbarian speed.
Not "poke it with effect-weapons untill it dies by internal bleeding with half its HP left".
Strykersz
12-09-2008, 05:36 AM
Wasn't the old progression 5-10-15-20? And now it's 10-10-10-10?
Dorf barbs took a double-hit to the same nerf. There was a nerf sale at Wal-Bine that week.
Everyone else now gets class 3(6 points) and racial 2(3 points) for 1 less AP than they were spending before on Class toughness 4(i.e. no nerf, +1 ap!). Dwarves were the only ones that actually took a hit.
edit: And it's important to note that, dependent on what happens to Tempest, Rangers are the best stat damagers. They will also likely be the highest dps dealer unless Tempest 2/3 add nothing.
MrCow
12-09-2008, 07:52 AM
Drop the vicious, provide a way to mitigate it, or make it optional.
Bring along a monk that went the path of light. That will do a good job mitigating the vicious damage.
Thrudh
12-09-2008, 08:11 AM
Some people will feel that they no longer want the w/p rapiers on their barb, that they'd be better suited elsewhere. A w/p weapon is powerful on any class, crit rage or no. But for some people, they will be bound and collecting dust, locked away from trade or use by an alt. Which normally wouldn't be a problem, except for there was a massive involuntary overhaul to their character.
Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.
sephiroth1084
12-09-2008, 08:30 AM
A very odd implementation of the FB. Interesting, but odd. Hurt yourself to get a bunch of special effects? I'd be happy to see how long the frenzy(ies) last.
I see this PrE as being maybe very unpopular in many groups, as clerics will have to work even harder to keep the barbarians up. Still, I think my lvl 9 barbarian will get dusted off and leveled when this hits...and I will redouble my efforts to get a Sword of Shadows. Interestingly enough, I think I still have Crit. Rage I from when it was accidentally dropped to lvl 6...if so, I now have even more reason NOT to ever respec.
Now if only they would increase the attack speed for greatswords and falchions...
juniorpfactors
12-09-2008, 11:11 AM
Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.
and or will NOT respec out of what we currently have...as long as you dont respec your ap ... you can still have crit range 13-20
jrp
Strakeln
12-09-2008, 11:13 AM
Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.Combined with the direction we've seen development going (those giants in the new area... they're resistant to puncturing or wounding or something, right?), I think these changes may succeed in putting the WoPs away. Which I'm fine with. My only problem is that ONCE AGAIN, the rules of the game are going to change drastically, with no way to remedy some of the more significant impacts. Right along the lines of the need for a skill respec.
Strakeln
12-09-2008, 11:14 AM
Bring along a monk that went the path of light. That will do a good job mitigating the vicious damage.Until I cleave... :p
juniorpfactors
12-09-2008, 11:16 AM
Combined with the direction we've seen development going (those giants in the new area... they're resistant to puncturing or wounding or something, right?), I think these changes may succeed in putting the WoPs away. Which I'm fine with. My only problem is that ONCE AGAIN, the rules of the game are going to change drastically, with no way to remedy some of the more significant impacts. Right along the lines of the need for a skill respec.
there are no giants resistant to WOP, just insta kill spells
jrp
Pfamily
12-09-2008, 11:41 AM
After all the nerfs, changes, reconfigurations, phyrric additions, subtractions, and various other atrocities done to the players in recent months...I'm starting to think that the player with the sig line stating that the devs are pushing us all towards playing halfling paladin shuriken specialists may have a point.
:mad:
Beherit_Baphomar
12-09-2008, 11:47 AM
So crit rage I & II will still be available for existing barbs but they will count for their barb specialty.
So, Eladrin. What you've done is stall out all existing barbs in any advancement if they want to wield a greataxe.....
Thanks for that.
Strakeln
12-09-2008, 11:58 AM
So crit rage I & II will still be available for existing barbs but they will count for their barb specialty.
So, Eladrin. What you've done is stall out all existing barbs in any advancement if they want to wield a greataxe.....
Thanks for that./grumble.
Strakeln
12-09-2008, 12:03 PM
there are no giants resistant to WOP, just insta kill spells
jrpI think you are misinformed, although it is possible that I am.
Here's a thread (http://forums.ddo.com/showthread.php?p=1923225&highlight=resistant+wop#post1923225) and a post within that thread (http://forums.ddo.com/showpost.php?p=1923225&postcount=14). Not developer announcements though.
Strumpoo
12-09-2008, 12:57 PM
That vicious effect is a death knell for the frenzied berserker...
there is no way that a barb can survive cleaving in a big group with that on.. For extra 2D6 damage... NO THANKS.
How long do you think the clerics mana will last while we are fighting a 40,000 hitpoint frost giant when we are taking 1d3 damage every swing. Now how about a pack of them that are surrounding us and beating on us at the same time? And we are cleaving ourselves for 5 x 1d3 every cleave?? :eek:
Oh yeah, and we just lost our extra crit range so the damage won't be coming as fast. :rolleyes:
Not to mention we just lost half our AP's by respeccing into the berseker. Jeez. How many ap's do I need to spend???
I think that this enhancement sounds very poor as it stands.
This enhancement really sucks as well for us maul users out there, not just the axe guys.. Yippie back to the boring SOS...
spyderwolf
12-09-2008, 06:03 PM
I think you are misinformed, although it is possible that I am.
Here's a thread (http://forums.ddo.com/showthread.php?p=1923225&highlight=resistant+wop#post1923225) and a post within that thread (http://forums.ddo.com/showpost.php?p=1923225&postcount=14). Not developer announcements though.
it does not take that many swings to drop them. i usually drop those giants in under an attack round with daul WoP.
BlackSteel
12-09-2008, 06:24 PM
there is no way that a barb can survive cleaving in a big group with that on.. For extra 2D6 damage... NO THANKS.
.
its not 2d6 more damage, its 6d6, and u'll take 2d3 in exchange. So over a round on single target, for a THF you'll do on average 168 extra damage, and take 32 damage. 32 damage on a 600-700 hit point character is not deadly at all, especially on a low ac character who's going to be healed, or overhealed on more occasions than other pcs. It would be noticable on a low to mid HP character with evasion and AC, as they dont get as much healing in the first place. [[thats barely more than one charge of the dq bracers, temp hp for the win]]
a neat named item to come out at the same time would be an accessory, maybe gloves, with bodyfeeder. mmmmmmmmmmmmmmmmmm
Strakeln
12-09-2008, 06:56 PM
it does not take that many swings to drop them. i usually drop those giants in under an attack round with daul WoP.'kay, but that has no bearing on whether or not they are resistant to stat damage.
Angelus_dead
12-09-2008, 07:05 PM
its not 2d6 more damage, its 6d6, and u'll take 2d3 in exchange. So over a round on single target, for a THF you'll do on average 168 extra damage, and take 32 damage.
Actually it's more than 6d6 damage.
You have 2d6 Vicious + 4d6 Greater Vicious = 6d6 ~= 21, but then there's also +6 strength for +3 damage (or +4 two-hander). Counting the crits of a falchion, that comes to an average of +7 more strength damage per-hit. Each hit does +28 damage to the enemy in exchange for 4 damage to you. And in addition, the +3 strength bonus improve your attack rolls, making you less likely to miss the AC.
However, it still seems likely that using Frenzy mode combined with Supreme Cleave is a bad idea. Probably if a monster attacks in a big group it's not very strong, and you don't need help damaging it. Frenzy looks like it should be saved for big bosses, not groups like the example was describing.
faldordadink
12-09-2008, 07:23 PM
this may give clerics a reason to take divine healing instead of divine vitality, should do a fairly good job of keeping up with the vicious damage
Strumpoo
12-10-2008, 07:51 AM
its not 2d6 more damage, its 6d6, and u'll take 2d3 in exchange. So over a round on single target, for a THF you'll do on average 168 extra damage, and take 32 damage. 32 damage on a 600-700 hit point character is not deadly at all, especially on a low ac character who's going to be healed, or overhealed on more occasions than other pcs. It would be noticable on a low to mid HP character with evasion and AC, as they dont get as much healing in the first place. [[thats barely more than one charge of the dq bracers, temp hp for the win]]
a neat named item to come out at the same time would be an accessory, maybe gloves, with bodyfeeder. mmmmmmmmmmmmmmmmmm
Yes, but again I am going to have to say, the extra damage you do to yourself is going to be very destructive to you in the long run. I am not talking about fighting a mob that has 600 hitpoints here. We all know the new content has unleashed super hitpoint mobs onto us. It takes a lot of extra attacks to kill them. That is a LOT of extra damage to us while fighting, which lead to a lot of extra healing for the clerics.
I have expirimented with the "old" vicious weapons. They SUCK! They kill you so fast when cleaving it is ridiculous. The "new" version is half the old damage. But half of "super sucky" is still "sucky" if you ask me.
You wouldn't take an extra 2d3 damage if cleaving into a big group of mobs. You will take an extra d3 for EVERY mob you hit. If surrounded by 5 mobs that is 5D3 damage. Plus the 10 hitpoints you took to activate the frenzy, plus the 10 hitpoints to supreme cleave.
You could be talking 25-30 hitpoints per cleave here. That is a lot, even on a 550 hitpoint barb. Especially when you factor in that you now have those 5 mobs beating the hell out of you at the same time.
BlackSteel
12-10-2008, 08:50 AM
Actually it's more than 6d6 damage.
You have 2d6 Vicious + 4d6 Greater Vicious = 6d6 ~= 21, but then there's also +6 strength for +3 damage (or +4 two-hander). Counting the crits of a falchion, that comes to an average of +7 more strength damage per-hit. Each hit does +28 damage to the enemy in exchange for 4 damage to you. And in addition, the +3 strength bonus improve your attack rolls, making you less likely to miss the AC.
.
Yeh i know, i read the post too ;) Just most people dont have a problem with the str portion, and as mentioned in the example, can be used on ranged w/o taking the damage.
BlackSteel
12-10-2008, 09:00 AM
Yes, but again I am going to have to say, the extra damage you do to yourself is going to be very destructive to you in the long run. I am not talking about fighting a mob that has 600 hitpoints here. We all know the new content has unleashed super hitpoint mobs onto us. It takes a lot of extra attacks to kill them. That is a LOT of extra damage to us while fighting, which lead to a lot of extra healing for the clerics.
I have expirimented with the "old" vicious weapons. They SUCK! They kill you so fast when cleaving it is ridiculous. The "new" version is half the old damage. But half of "super sucky" is still "sucky" if you ask me.
You wouldn't take an extra 2d3 damage if cleaving into a big group of mobs. You will take an extra d3 for EVERY mob you hit. If surrounded by 5 mobs that is 5D3 damage. Plus the 10 hitpoints you took to activate the frenzy, plus the 10 hitpoints to supreme cleave.
You could be talking 25-30 hitpoints per cleave here. That is a lot, even on a 550 hitpoint barb. Especially when you factor in that you now have those 5 mobs beating the hell out of you at the same time.
Dont find it be as bad as you put down, would be silly to use it in a situation where you have a dozen trash mobs anyway. Who needs the extra damage killing kobolds or bats or gnolls? Mobs that you want the extra dps on do not come in large packs.
If you decide to frenzy on a small army of kobolds, thats your fault, and not the enhancements.
For a large boss, where the partied is being mass cured every few seconds anyway, its not that big a deal. particularly on an offtank THF. There is absolutely no reason for a THF to take melee damage on the pit fiend or suluu, as the reach on a Two Hander is longer than the pit fiends claws. The extra viscous damage could be supplemented by the mass cures. Look at the trade off even on a TWF, over one minute you would do 5000 extra damage while in frenzy, and take 800 damage. Two n a half heals? Or a few scrolls? How many casters do you know that would love to do 5000 damage at the cost of 80 sp, or the gold equivalent of 4 scrolls.
Forceonature
12-10-2008, 09:14 AM
Lets make pure class barbarians even less desirable to heal by letting them damage themselves. We already have terrible AC, now our higher level enhancements make our weapons vicious.
I'm sure my lvl 16 WF barb will have a much easier time finding groups now!:rolleyes:
Zenako
12-10-2008, 09:22 AM
Just use some Bodyfeeder type weapon while being a Viscious Frenized Killing machine. Those incoming HP should more than offset the viscious damage and as others point out, it would take a supremely good weapon to offset the extra 6d6 plus of damage on those attacks. So even a somewhat simple Bodyfeeder Falchion of Pure Good for example might (while Frenzy/Viscious) do more net damage than some Tier 3 weapon (6d6+ is a lot of boost) have not worked the math yet.
The vendor trash of yesterday might be the much sought after tool of the future???
Strumpoo
12-10-2008, 09:50 AM
Just use some Bodyfeeder type weapon while being a Viscious Frenized Killing machine.
Unfortunately, why would you use bodyfeeder when you can use greensteel?
Yeah the hitpoints are nice, but you just gave up all the damage from you uber weapon (more than 6d6), to keep your health up. Not a good trade off IMO.
Black -
While I agree that this is handy for beating down bosses, I don't think it is as handy as people think. That extra damage to yourself adds up FAST. Healers are already hard pressed in lots of raids to keep the party up without expending HUGE amounts of plat. This will just add to their burden and their cost...
I don't think people realize how fast it (self inflicted damge) adds up in this game.
Do a test, go take a regular Vicious weapon into a quest and use it. You will be AMAZED at how fast you HP drops.
Also, if you aren't frenzied, you aren't equal to a crit rage barb or even a fighter in damage.. since you no longer have the improved crit range.
So now you are a gimped melee in comparision. No ac and no super hitting power. So what use are you in a group? Besides that one last fight against the super boss, you are now a weight on the party instead of a help.
Also, a lot of barbs (including myself) wear tons of guard items. We want to be hit in melee. By avoiding the actual melee damage, we are giving up DPS (which is our only defining ability).
hu-flung-pu
12-10-2008, 05:58 PM
I love it. Grab a bodyfeeder great axe and be done with it.
Throw in the glancing blows starting to trigger special effects and factor in cleave, great cleave, and supreme cleave and you'll be golden.
Kistilan
12-10-2008, 06:06 PM
Yeah, that damage will definitely add up, especially if you make all your weapons vicious.
Then it will add up against you :o
EDIT: LOL I started from the first 20 posts and didn't realize you guys already came up with bodyfeeder (been using that with my damage-lov'n characters for awhile now). :-) Oops!
Enter from the left: +X holyburst great-axe/sword of bodyfeeder, the new Critical Weapon for viscious damage in all hits.
Bodyfeeder + 1d3 or 2d3 damage = negated.
hu-flung-pu
12-10-2008, 06:07 PM
Unfortunately, why would you use bodyfeeder when you can use greensteel?
Yeah the hitpoints are nice, but you just gave up all the damage from you uber weapon (more than 6d6), to keep your health up. Not a good trade off IMO.
Depends on the Greensteel tiers no? Also coding in a "Greater Bodyfeeder" recipe or replacing an effect flat out would be easy enough if player demand were high enough.
Hmm Greater Body Feeder... If they'd add in greater versions of alot of weapon effects it might make random loot worthwhile outside of vendor and w/p and such.
QuantumFX
12-11-2008, 01:51 AM
Wasn't the old progression 5-10-15-20? And now it's 10-10-10-10?
Dorf barbs took a double-hit to the same nerf. There was a nerf sale at Wal-Bine that week.
What Strykersz said. But to elaborate more.
Toughness I-III has the same AP expenditure for the same bonus after Mod 8 (5 +10 +15 = 30; 10 + 10 + 10 = 30) This applies to both racial and class enhancements.
All non dwarf races got to offset class toughness IV with the addition of Racial Toughness II. (ex. Halfling Paladin: Mod 7: +5 + 10 + 15 + 20 = 50 HP for 10 APs. Mod 8: Paladin Toughness III & Racial Toughness 2 - 10 +10 +10 +10 +10 hp = 50 HP for 9 APs)
The nerf wasn't as bad for dwarves that splashed a level of class with toughness enhancements into a class that didn't have toughness enhancements. (ex. Dwarf 1 Fighter/15 Ranger - Mod 7: +5 +10 +15 +20 +5 = +55; Mod 8: +10 + 10 + 10 + 10 +10 = 50)
Also it was more of a boon to both Humans and Warforged. Humans got access to the most AP balance part of the enhancement (Racial Toughness III) and it had an extra effect of making Improved Recovery more useful. Warforged got access to enhancements to make their HP equal to a dwarf with the same stats/equipment.
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