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  1. #1
    Community Member mjdiener00's Avatar
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    Default Request for better Divine Vitality progression

    Hi Devs,

    First, the game looks and feels great, appreciate the hard work!

    My suggestion is about Divine Vitality progression. It does not grow very well and I've only taken DV I and not spent the action points for DVII.

    DVI gives you 3d4+10 spell points and costs 1 Action point
    DVII gives 5d4+10 sp's and costs 2 more action points - thats only 1d4 spell points / additional action point
    DVIII gives 7d4+10 sp's and costs 3 more action points - thats even less, 1d4 spell points costs you 1.5 additional action points each!

    Compare this to the progression of Divine Light which increases steadily (4d6, 8d6, 14d6) or Life Magic or Cleric Smiting (each progress 10% per level). Those are linear progressions.

    Can you change DVII and DVIII to be worth the Action Points? Like 6d4+20, 9d4+30 - that would be a true linear progression and I would be more inclined to take DVII and DVIII. Else I will continue to only use DVI and not go any further.

    Thanks
    Matt

  2. #2
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    Add divine healing to this request as well.
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  3. #3

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    I think the best argument to change DVs is that they changed the amount of SPs magic user got, as a result, maybe up the amount of SPs DVs give. just so it doesn't look like a little drop in a sea of SPs...
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  4. #4
    Community Member Mad_Bombardier's Avatar
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    A DV specced Cleric can currently give 400-800 mana from a single set of DVIIIs. That's 2 Major Mnemonics worth of SP, for free, every rest. So, 9d4+30 for 6AP cost DV3? Not no, but hell no!

    I would like to see a DV change to match other spell progressions in the game:
    3d4+ cleric level (max+5)
    5d4+ cleric level (max+10)
    7d4+ cleric level (max+15)
    and I can even see them adding DV4 for 9d4+ cleric level (max+20).


    Edit: hmmm... my above suggestion would totally screw over all the Bard/Paladin/Ranger/Rogue/Sorc + 1Cleric splashes. Maybe not such a good idea afterall...
    Last edited by Mad_Bombardier; 03-22-2008 at 10:54 AM.

  5. #5
    Community Member mjdiener00's Avatar
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    Agreed - I got 13 dv's and it doesnt move the mana line much for a Level 16 caster!

  6. #6
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    Would like to see this as well and dv IV to I have one cleric with 20 dvs and it sure would be nice if they were worth something


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  7. #7
    Community Member malnon's Avatar
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    Quote Originally Posted by mjdiener00 View Post
    Agreed - I got 13 dv's and it doesnt move the mana line much for a Level 16 caster!
    I carry 17 dv's. I can give most 16 wizards back over half their mana per rest, even more for bards. Against Sorcs they are not so good, but other classes they can really make a dent. I ran the shroud from 1 to 3 last night on hard. Being able to refill the bard for dancing balls really cut back on the damage received.
    Malnon - 16 Cleric; Malnak - 2 Ranger/12 Fighter; Malnom - 6 Monk

  8. #8
    Community Member Turial's Avatar
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    Quote Originally Posted by Uska d'Orien View Post
    Would like to see this as well and dv IV to I have one cleric with 20 dvs and it sure would be nice if they were worth something
    To bards, Rangers, palidins, and other clerics those DV's are worth something. To someone pushing 2000 sp (Socs) yeah they wont make much of a difference, spread the love some though and get more bang for your buck.
    970 sp and counting
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  9. #9
    Community Member ehcsztein's Avatar
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    Default ...

    I'd like to see them modify the Improved Turning Enhancement lines to also improve the "Divine X" enhancement lines.

    Say for each rank of improved turning you would increse the Dice rolled for each "Divine X" ability by one.

    • So with Divine Healing III (3d3) with Improved Turning III would come out @ 6d3 every 2 seconds for 30 seconds.
    • Divine Vitality III (7d4+10) with Improved Turning III would come out @ 10d4 + 10 SP
    • Divine Light III (14d6) with Improved Turning III would come out @ 17d6


    Not game breaking but definitly some added utility to a costly and mostly useless enhancemnet line (improved turning.)
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  10. #10
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    Default do you reset your enhancements very often??

    At lvl 10 you should reset your enhancements to reajust what kind of cleric you really want to be. by lvl 14 you should be able to get all the primary sets that you really want. By lvl 16 you should be able to take a few side options as well.

    One year and 4 months ago they cutt the maximum manna give out by DVs down, a lvl 10 ust to be able to give out 35 to 45 manna. I would just love to be able to give 50-75 manna for each DV at lvl 16. NOW what is not being talked about is the capability to maximize or quicken spell the DV's. getting the max of manna or giving 18 DV's in 15 seconds would be nice. and then there is the WAND idea, how about the 5 types of spells related to turn undead, have wands for those?? turn undead, Divine vitallity, cleanzing, and i dont remember the other two.

  11. #11
    Community Member Gadget2775's Avatar
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    Quote Originally Posted by mjdiener00 View Post
    DVI gives you 3d4+10 spell points and costs 1 Action point
    DVII gives 5d4+10 sp's and costs 2 more action points - thats only 1d4 spell points / additional action point
    DVIII gives 7d4+10 sp's and costs 3 more action points - thats even less, 1d4 spell points costs you 1.5 additional action points each!

    Compare this to the progression of Divine Light which increases steadily (4d6, 8d6, 14d6) or Life Magic or Cleric Smiting (each progress 10% per level). Those are linear progressions.
    DVIII gives 7d4+10 sp's
    10 Turn attempts (mid road for my clerics):
    10 * [14 (7*2 for the slightly lower average) + 10]
    10 * 24
    240 Spell Points seems like a decent amount...Would I like to receive more? Heck yeah! Do I think we need to, not really.
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  12. #12
    Community Member Zenako's Avatar
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    While there is some logic to reevaluating the Divine Lines since they have changed other parts of the Enhancement world it is also not unlike many other enhancements where the cost/benefit ratio is not linear.

    Keep in mind that the number of Turns/rest you get also tends to be increasing as you level up as well. Look at the total amount of spell points you can restore and how extremely flexible those spell points can be. ANYTHING the caster has in mind.

    Turns/rest = 3+CHA mod+Feat+Enhancements. Both CHA mod and Enhancements will almost certainly increase as you level up. Extremely like to end up with three more turns just for increased CHA at higher levels (items alone).

    Perhaps a minor tweak on the variable portion would be in order along some of the lines suggested already. Got to 6d4 and 9d4 at DVII and DVIII respectively. Keep the constant base of 10. A little thing, but would be in order.
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  13. #13
    Community Member Emili's Avatar
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    Quote Originally Posted by Gadget2775 View Post
    DVIII gives 7d4+10 sp's
    10 Turn attempts (mid road for my clerics):
    10 * [14 (7*2 for the slightly lower average) + 10]
    10 * 24
    240 Spell Points seems like a decent amount...Would I like to receive more? Heck yeah! Do I think we need to, not really.

    I tend to agree... because they boost the overall sp of one class and then some of the others have the option of higher level items making the pools of sp larger does not mean adding more revitalization of that sp is a neccesity ... in fact it kind of unwarrents it. Increasing the mana pool then increasing replenishing it makes no sense. To hand over more resouces and then give the availabilty to replenish more resouce does not seem justified.

    I bring this up... Heathier had 17 dv's and DVIII back when level 14. I since spec'd her down to 13 and cut back on some of her healing enhancements as well... why? Because I realized the envirnment changed... she does not need to heal crit for 1000hp anymore (in fact never reallt had to) she does not need to replace half a sorc's mana bar (chances are she never had to)... There are a lot other aspects of a cleric which play an important part of the game.
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  14. #14
    Community Member Zenako's Avatar
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    Quote Originally Posted by Emili View Post

    I tend to agree... because they boost the overall sp of one class and then some of the others have the option of higher level items making the pools of sp larger does not mean adding more revitalization of that sp is a neccesity ... in fact it kind of unwarrents it. Increasing the mana pool then increasing replenishing it makes no sense. To hand over more resouces and then give the availabilty to replenish more resouce does not seem justified.

    I bring this up... Heathier had 17 dv's and DVIII back when level 14. I since spec'd her down to 13 and cut back on some of her healing enhancements as well... why? Because I realized the envirnment changed... she does not need to heal crit for 1000hp anymore (in fact never reallt had to) she does not need to replace half a sorc's mana bar (chances are she never had to)... There are a lot other aspects of a cleric which play an important part of the game.
    Got to agree here Emili...Hennako redid her enhancements shortly after the Shroud opened. (Spell Pen anyone?) I find I use DV's less than I used to but I am using DH's just as much if not more, to offset the increased utility of certain clerical spells now (Banishment?) which suck down spell points. (Destruction and Blades were always an option before...)
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