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  1. #1
    Community Member Abagadar's Avatar
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    Default Divine Favor: Never Fixed

    I've bug reported this spell a bunch of times over the last year. My reports kept disappearing, though. Has anyone else noticed that Divine Favor doesn't increase its duration with divine caster levels? Nor does its bonus increase at 4th, 7th and 10th and 13th? The spell description, even in-game, reads it's a +1 Luck Bonus to Attack and Damage that increases by +1 for every Three Caster Levels. The bonus never increases and the duration remains 1 minute, even at level 14 Divine Caster Level.

  2. #2
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    Quote Originally Posted by Abagadar View Post
    The bonus never increases and the duration remains 1 minute, even at level 14 Divine Caster Level.
    The duration stays the same, which is how it should be.
    The bonus increases at levels 3, 6, and 9, which is also how it should be.

    One could make an argument that DDO includes inflated melee abilities for classes like barbarian and fighter (and even ranger!), and that therefore it would be fair to buff paladins by allowing DF to keep increasing past level 9. But that's a separate question from if the spell is working as intended now. It is.

  3. #3

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    You get +1 for every three levels, rounded down, minimum of +1, maximum of +3.
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  4. #4
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    Actaully its +1 at First, +2 at 6th and +3 at 9th.

    It was changed a while back to match the PnP spell more closely..... But they didnt get it right IMO....

    1 Minute is Correct though (2 w/ Extend)

    Its not bugged, Its just not right.
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  5. #5

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    Quote Originally Posted by Impaqt View Post
    It was changed a while back to match the PnP spell more closely..... But they didnt get it right IMO....
    Do you mean they failed to make the spell match the D&D version? Or that they shouldn't have made the spell match the D&D version?
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  6. #6
    Community Member Zuldar's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Do you mean they failed to make the spell match the D&D version? Or that they shouldn't have made the spell match the D&D version?
    Divine Favor
    Evocation
    Level: Clr 1, Pal 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute

    Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

    Straight from the srd

  7. #7
    Community Member Slayer918's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    One could make an argument that DDO includes inflated melee abilities for classes like barbarian and fighter (and even ranger!), and that therefore it would be fair to buff paladins by allowing DF to keep increasing past level 9. But that's a separate question from if the spell is working as intended now. It is.
    Would put another + in pro-pure-paladin favor... and really would an extra +1/+1 (+2/+2 at 15) be anywhere close to gamebreaking?

    I can see why it was changed for PnP... but in a world of perma raged barbarians...
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  8. #8

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    Quote Originally Posted by Zuldar View Post
    Straight from the srd
    Right, um, so what'd they get wrong?
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  9. #9

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    Quote Originally Posted by Slayer918 View Post
    Would put another + in pro-pure-paladin favor... and really would an extra +1/+1 (+2/+2 at 15) be anywhere close to gamebreaking?

    I can see why it was changed for PnP... but in a world of perma raged barbarians...
    It'd be better to do it through other means.

    gpk likes to reference spells that give sacred bonuses to strength and charisma (the names of which I can't recall at the moment). The strength one is +4 so it would be another +2 to hit and +2 to damage for paladins.
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  10. #10
    Community Member Slayer918's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    It'd be better to do it through other means.

    gpk likes to reference spells that give sacred bonuses to strength and charisma (the names of which I can't recall at the moment). The strength one is +4 so it would be another +2 to hit and +2 to damage for paladins.
    O don't get me wrong I'm all for adding more spells and if that spell were implemented I wouldn't feel the need for higher + divine favor... but is that a level 1-3 spell? Cuz if it is then it falls into the same rut as most things for paladin... under level 12...
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  11. #11

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    Quote Originally Posted by Slayer918 View Post
    Would put another + in pro-pure-paladin favor... and really would an extra +1/+1 (+2/+2 at 15) be anywhere close to gamebreaking?

    I can see why it was changed for PnP... but in a world of perma raged barbarians...
    The problem is Turbine Changed the Spell because WotC told them to. I am not sure how much of a choice they had in it.

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  12. #12
    Community Member gpk's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    It'd be better to do it through other means.

    gpk likes to reference spells that give sacred bonuses to strength and charisma (the names of which I can't recall at the moment). The strength one is +4 so it would be another +2 to hit and +2 to damage for paladins.
    I sure do!
    Righteous Fury for +4 sacred str +50 temp hp, Righteous Aura for +4 sacred charisma (and some other stuff which might be hard to code).

    Seriously though if they don't add something like Divine Might for paladins I think an uncapped max +5 DF for Paladins only (via say cheap AP cost enhancements) would be a very very good idea in conjunction with a self only Silverbeard (+2 sacred AC)

    The whole "WOTC made me do it" reason still has me somewhat confused...
    Last edited by gpk; 01-27-2008 at 06:00 AM.

  13. #13

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    Quote Originally Posted by gpk View Post
    in fact the "WOTC made me do it" reason is a little peculiar...
    All I know is that is what Turbine said...

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
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  14. #14
    Community Member gpk's Avatar
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    Quote Originally Posted by dragnmoon View Post
    All I know is that is what Turbine said...
    Oh you're right I rememeber. It's just an odd reason is all.

  15. #15

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    Quote Originally Posted by gpk View Post
    Oh you're right I rememeber. It's just an odd reason is all.
    It is not really that Odd... WotC has the right to pull that card... and they did in this instance.

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  16. #16

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    One of the Reasons I am sooo looking forward to the World Of Darkness MMO coming out in a few years.. CCP (Makers of Eve Online) Is Developing the game and They Own White Wolf . I am also a Much bigger fan of the World of Darkness then I am of D&D.

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  17. #17
    Community Member gpk's Avatar
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    Quote Originally Posted by dragnmoon View Post
    It is not really that Odd... WotC has the right to pull that card... and they did in this instance.
    Well it's an odd thing for them to single out DF like that as not being "pnp compliant" or whatever and not other stuff is what I mean...don't get me started

  18. #18

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    Quote Originally Posted by gpk View Post
    Well it's an odd thing for them to single out DF like that as not being "pnp compliant" or whatever and not other stuff is what I mean...don't get me started
    ahh now I understand.. you are curious why they singled out that spell and not the many other things that are not PnP compliant... Only WotC knows.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  19. #19
    Community Member honkuimushi's Avatar
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    Quote Originally Posted by gpk View Post
    Well it's an odd thing for them to single out DF like that as not being "pnp compliant" or whatever and not other stuff is what I mean...don't get me started
    Especially since we don't have Persist Spell, which was the reason they gave for changing it in PnP. Of course Persistant Spell isn't all that bad in PnP. To make a spell last 24 hours, you increase the spell level by 6. So DF would be a 7th level spell. If DF was really a problem, they could have just said that it can't be persisted. The spell point system would make it a little more powerful, but if you capped it so that only 3rd level or less spells could be persisted and each persisted spell cost an extra 30 or 40 SP, I don't think it would be that bad. Especially since shrining would end it and most people shrine several times per quest.

  20. #20
    Community Member BlueLightBandit's Avatar
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    I'm just looking for some clarification on this.

    I understand the 1 minute timer being fixed... but why is it 1,3,6 and 9? Aren't pally caster levels based on 50% of the pally level? Why would a spell increment on a rate different than the caster level?
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