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View Full Version : What are all of the things that can enhance Stun?



Graceunderpressure
11-26-2022, 10:38 AM
I only use Spring attack for an actual Individual attack mode, DoD with Haste melee boost and Big boost from LD are my staples at level Cap.

Only stun item I have is +16 Sapphire, but I notice that i stun quite often. Often enough with so little invested that I'm wondering if there are any simple adds that would make it even better?

I don't really understand all of the DC categories and if they all add or need to be specific to Trip/ Stun/ Tactical etc.

So other than Str and Stun Augment, is there anything else I should consider adding?

Thanks!

KoobTheProud
11-26-2022, 11:14 AM
A trance that gives you half your combat attribute towards tactical DC's.

There are a bunch of these that you can peruse at: https://ddowiki.com/page/Battle_Trance

None of them give Strength to DC's but you can usually give your tactical DC's +5 or so with the non-Strength trances.

teejax
11-27-2022, 06:43 AM
There are +6 stunning DCs in level 1 of GMoF which might be worth it if your 3rd ED tree is 'open'
Do you have the +3 tactics from LD level 1?
Those should stack with anything.

Insightful etc stunning bonuses exist but , probably not worth the opportunity cost.
Filigrees exist that give stunning or tactics, but probably not worth the opportunity cost: https://ddowiki.com/page/Sentient_Weapon/Filigrees

There are various tactics/stunning bonuses available in various racial/class enhancement trees.

There are [reaper specific] tactics DCs in the reaper tree

As for stacking X bonus to Stunning wont stack with X bonus to Tactics, but all the untyped bonuses from trees etc should stack.

MaeveTuohy
11-27-2022, 07:13 AM
Only stun item I have is +16 Sapphire, but I notice that i stun quite often.

That surprises me. What difficulty level are you running?

Graceunderpressure
11-28-2022, 01:38 PM
There are +6 stunning DCs in level 1 of GMoF which might be worth it if your 3rd ED tree is 'open'
Do you have the +3 tactics from LD level 1?
Those should stack with anything.

Insightful etc stunning bonuses exist but , probably not worth the opportunity cost.
Filigrees exist that give stunning or tactics, but probably not worth the opportunity cost: https://ddowiki.com/page/Sentient_Weapon/Filigrees

There are various tactics/stunning bonuses available in various racial/class enhancement trees.

There are [reaper specific] tactics DCs in the reaper tree

As for stacking X bonus to Stunning wont stack with X bonus to Tactics, but all the untyped bonuses from trees etc should stack.

So will all X bonus to tactics DC's add to stun? (ie Tactics DC's = All Stun/Trip/ Sunder etc?)

Already figured that any individual typed will not add, but am I looking for Stun DC's and Any Tactical DC's?

Graceunderpressure
11-28-2022, 01:43 PM
That surprises me. What difficulty level are you running?

I'm first lifer with 3 Epic PL's and farming Reaper points to get to 21 in GB plus the 4 I have for +30% DS.

Kind of experimenting a little and doing this is a different way, seeing how maxed a first lifer can get with optimum equipment and and decent Melee build.

Doing almost all of my reaper farming running quests that have my items so chance for reaper bonus on items I'm using plus Mythic bonus.

Currently Soloing R3 in most content. Can finish on R4 but takes quite a bit longer as I die here and there.

WPM I can R2, but again, much longer and chance I bite the big one, so I just flog it on R1.

jskinner937
11-28-2022, 02:48 PM
So will all X bonus to tactics DC's add to stun? (ie Tactics DC's = All Stun/Trip/ Sunder etc?)

Already figured that any individual typed will not add, but am I looking for Stun DC's and Any Tactical DC's?

They can, but same bonus types still do not stack, keep in mind.

If you have an item with stunning +16 and combat mastery +12, these will not stack as they are both enhancement bonuses. Insightful and/or quality combat mastery will stack, however. Although if you are using a trance, such as falconry or harper, to boost your combat tactics DCs, the insightful item bonuses will not stack with it, since it is also an insightful bonus, Same as insightful deadly for the damage portion of the trance, it will not stack with each other.

And most of your class/racial/epic enhancements and feats will stack with items as well.

Raithe
11-28-2022, 03:14 PM
So other than Str and Stun Augment, is there anything else I should consider adding?


You would need to add an insight bonus to your gear, which is likely in the +6/+7 range, which is a dramatic difference on the D20 scale no matter where you sit on the scale vs. a particular mob (unless the mob isn't on the scale at all).

Other possible sources:

Tactics in the Kensei enhancement tree (+3 always stacking).
The Tactician feat (+2 always stacking)
Tactical Training feat (+2 always stacking, requires fighter level 4) (EDIT)
Tensor's Transformation scrolls (+2 alchemical bonus to strength)
Rage spell or pot (+1 morale bonus to strength)

The biggest boost would be tier 3 Legendary Dreadnaught Action Boost: Tactics, which goes up to +9 (always stacking).

Stunning is fun on a melee, but I always found trip more satisfying. Unfortunately, they seem to have made trip much less likely to succeed in new content. I'm not sure how they did that if they operate exactly like the tool tips claim. My melee has a higher trip DC than my sorc's evocation spells, but mobs seem to save against trip far more often than they save against fireball.

EDIT: Oh, and I forgot Scion of the Astral Plane (+4 always stacking) available at level 30. Also the Tactical Training Room guild ship buff gives +1, though I typically assume all current players have access to any and all ship buffs.

LurkingVeteran
11-28-2022, 04:01 PM
...

Stunning is fun on a melee, but I always found trip more satisfying. Unfortunately, they seem to have made trip much less likely to succeed in new content. I'm not sure how they did that if they operate exactly like the tool tips claim. My melee has a higher trip DC than my sorc's evocation spells, but mobs seem to save against trip far more often than they save against fireball.
...



Regarding trip, the difference is likely because "The target then takes a Strength or Dexterity save (whichever is higher)" and then they make a Balance check to get up. Stuns and spells generally only target the saves. I honestly have no idea what STR / DEX mobs have after the stat squish, it used to be that they could be lower than saves but maybe the reverse is true now. Saves and skills get +modifier, which is attribute/2, so it kind of makes sense. I also have no idea how many skill points mobs get in Balance.

Raithe
11-28-2022, 04:33 PM
Regarding trip, the difference is likely because "The target then takes a Strength or Dexterity save (whichever is higher)" and then they make a Balance check to get up. Stuns and spells generally only target the saves. I honestly have no idea what STR / DEX mobs have after the stat squish, it used to be that they could be lower than saves but maybe the reverse is true now. Saves and skills get +modifier, which is attribute/2, so it kind of makes sense. I also have no idea how many skill points mobs get in Balance.

The rules for trip have changed multiple times. My tool tip currently makes no mention of strength or dexterity checks. It says "(Reflex)" in parentheses after the save DC for the ability, and then explains that they must make a valid balance check to get back up ("negate the effect"). From prior experience I don't believe mobs have a lot of skill points in balance, as in times past mobs that got tripped quite often never got back up at all, even if you never killed them.

The getting back up part is not what concerns me. Mobs no longer seem to stay down forever, which is a good thing imo. The issue is what rules are used to determine if they get tripped in the first place. I understand that large mobs are much less likely to get tripped and some mobs might be completely immune as the tool tip states. But regular humanoids no longer seem to get tripped no matter how high my DC, except maybe 1 in 20 times which means they basically rolled a 1. I think they (the developers) borked something pretty bad.

Graceunderpressure
11-29-2022, 10:52 AM
You would need to add an insight bonus to your gear, which is likely in the +6/+7 range, which is a dramatic difference on the D20 scale no matter where you sit on the scale vs. a particular mob (unless the mob isn't on the scale at all).

Other possible sources:

Tactics in the Kensei enhancement tree (+3 always stacking).
The Tactician feat (+2 always stacking)
Tactical Training feat (+2 always stacking, requires fighter level 4) (EDIT)
Tensor's Transformation scrolls (+2 alchemical bonus to strength)
Rage spell or pot (+1 morale bonus to strength)

The biggest boost would be tier 3 Legendary Dreadnaught Action Boost: Tactics, which goes up to +9 (always stacking).

Stunning is fun on a melee, but I always found trip more satisfying. Unfortunately, they seem to have made trip much less likely to succeed in new content. I'm not sure how they did that if they operate exactly like the tool tips claim. My melee has a higher trip DC than my sorc's evocation spells, but mobs seem to save against trip far more often than they save against fireball.

EDIT: Oh, and I forgot Scion of the Astral Plane (+4 always stacking) available at level 30. Also the Tactical Training Room guild ship buff gives +1, though I typically assume all current players have access to any and all ship buffs.

Thanks for the detail in this post.

I am currently using Scion of Aborea, but may switch and see what difference +4 Dbl strike/ +4 Dodge cap (which I can utilize) and +4 Tactics vs 20 Melee power.

I don't think I would utilize any action boost for stun, but since the difference I've seen going from +14 Aug only (once in a blue moon) to +16 aug only, notice a few stuns every quest pretty well) I am thinking of the +3 passive Tactics in LD plus the 4 from Scion of Astral just to compare. That and the difference going from 27 Dodge to 30/31 could be interesting and another +4 Reflex save.