View Full Version : Non-Damaging Spell Criticals
GoRinNoSho
01-24-2014, 08:05 PM
Extend Spell Criticals to more than just damage spells. For example, Critical Mass Hold Monster could have the DC base doubled. Critical buffs could have double duration or double potency (60 ele resists, double duration deathblock, or a death block that blocks ability drain as well).
That might give some flavor to other caster builds.
unholy1
01-28-2014, 10:37 AM
Extend Spell Criticals to more than just damage spells. For example, Critical Mass Hold Monster could have the DC base doubled. Critical buffs could have double duration or double potency (60 ele resists, double duration deathblock, or a death block that blocks ability drain as well).
That might give some flavor to other caster builds.
this is too easily exploitable ... who at the beginning of a raid wouldnt sit there and buff until they got the desired crit they wanted?
harry-pancreas
01-28-2014, 01:49 PM
this is too easily exploitable ... who at the beginning of a raid wouldnt sit there and buff until they got the desired crit they wanted?
if you fail the 1st one, it's at least double sp cost, can't say i see a problem...
Casting 3 times prot from energy to get 240 prot instead of casting once, running out of your 120 and then casting again it's plain stupidity
redspecter23
01-28-2014, 02:03 PM
A moderately interesting idea in theory, but it opens up too many imbalances and probably requires too much work. Should my critical stunning blows stun for 12 seconds? Should my critical quivering palms be AOE instead of single target?
Not a horrible idea if it was implemented this way from the start, but too many collateral changes would need to be made for every buffed spell or ability added. Timers on spells and effects are a balancing factor. You can't just double them without negative side effects.
droid327
01-28-2014, 04:46 PM
Yeah, critical double duration really isn't that much of a bonus - you cant count on it, so you're always going to plan as though you wont crit, it doesn't let you change your rotations or anything. That means, at best, it might save you one random recast, IF you crit AND you ended up needing to recast it anyway. Critting your Displacement towards the end of the fight really doesn't help if you spend all your "bonus time" out of combat anyway. And critting your debuffs, likewise, doesn't do any good if you kill the target before you get to "bonus time".
Critical double effect, conversely, is way too powerful. Buffs and debuffs don't stack, their effects are balanced for them having a fixed value. Double effect buff/debuffs would mean that devs have to balance for the possibility that people could stack effects higher than they currently can. Crit GH, for instance - +8 to all saves and skill checks?
Lastly, what determines the crit value? Just Universal? Or would there be new Lore items and Enhancements and ED bonuses for the various spell schools, not just elements?
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.