Many barbs are already using rapiers for optimal wounding of puncturing with their increased crit range.
(although yeah, falchion and SoS would be very popular if it was higher crit mult instead of crit range). People made barbs specifically to take advantage of the crit range enhancement though, so it's tough to change without upsetting players.
I'm still waiting for some kind of enhancement for fighters. Either weapon master related or otherwise. The barbs crit rage really blew us out of the water.
Last edited by Vhlad/Sair; 03-27-2008 at 01:07 PM.
Thelanis - Former VIP for ~4 years. Not currently playing.
Former officer of Indago, server-wide 2nd place: Titan, Queen, Reaver, & Abbot
==GREAT MEMORIES========= :: PESTILENCE :: =========GREAT COMMUNITY==
Vhlad / Vhladx / Vhladxx / Vhladxxx / Vhladxxxx / Vhladxxxxx / Vhlade / Vhlader / Vhlada
For stupid damge... Sword of Shadows.
"I am the Ancient, I am the Land. My beginnings are lost in the darkness of the past."
-Valok of Khyber, The Free Companions
Still furious about the horrendous CS mismanagement of the so-called Abbot timer "exploit," and not going to let anyone forget it.
Yes, this is very much needed. As it stands, fighters have average DPS and poor saves. The primary advantage to being a fighter used to be AC, however, AC at higher levels is essentially useless. Fighters need specialty enhancements just like Rogues, Bards, and Rangers currently get (in fact all classes should have access to some kind of specialty enhancements).
I would actually like to see the new Paladin enhancement be part of (as in throw in some extra stuff) a new specialty enhancement. This would of course require it to be min lvl 6 like the others, and have some pre-req's.
ok.. give fighter the improved critical range and barbarian de improved ritical multiplier then
that will put them all in same page, but will leave all other melle classes behind, paladins, rangers and rogues (yes rogues are are melle oriented)
An enhancement that increased the threat range of a weapon denotes more skill than brute force (Ftrs)
An enhancement that increased the damage multiplier of a weapon denotes more brute force than skill (Barb)
But where do paladins fit into this equation?
Shaamis is REBORN! Stronger!Faster! DRUNKER THAN EVER!!! - DeathSmile Guild on Hardcore - The Drunken Monk of Stormreach on all other servers!
That's why my suggestion was to give them a +1 crit mult on rolls of 20, followed by rolls of 19 for a step II enhancement. That method would have no bias towards any kind of weapon.
A rapier would become 1d6 15-18/x2,19-20/x3, and a pick would be 1d6 19-20/x5. In either case, you have gained 19-20/+x1 over your previous damage.
Thats what comes from toying with the basic stats of weapons.
SOS has the best aspects of all 3 slashing two-handers...there is almost nothing that turbine could do that won't synergize with it and make it a optimal weapon which is why its a raid item.
Deathnip's expanded crit range also falls into this. In either case, critical rage multiplier or range increase, the weapon is an ideal killer of mobs. More diffucult to obtain because you have to farm for tome pages to get them. I would bet turbine can easily count the number of people with 1 let alone 2 of these items.
Also the critical multiplier bonus (if it was ever done) would idealy be tied to a specific type of weapon, such as two-handers, like how most of the other enhancments (dwarf excluded) are tied to a specific small set of weapons.
The barbarian critical rage enhancement in DDO has no basis that I know of from 3.5 or 4.0. It has no feat requirements, no skill reqs, and no other enhancement reqs. You just have to be a high lvl barb. Whereas stuff like tempest or the other special enhancements (i.e. the rogue "way of" enhancement lines), all have a bunch of requirements, and bear some *association* with prestige classes from the ruleset.
Anyway, Paladins are getting some specialty enhancements next mod. I hope eventually fighters will see something.
PS.
A critical multiplier increase of 2 is huge. You can use the DDO melee damage tool to compare the difference in DPS for example a green steel khopesh that is 17/x5 vs one that is 15/x3 if you don't want to calculate it yourself (17/x4 is equivalent to 15/x3, but 17/x5 is a big step up).
Naw, an increase to base damage denotes more brute force. Crit multiplier and crit range increases are skill/feat/training based. i.e. the weapon master from pnp gets both.
Last edited by Vhlad/Sair; 03-27-2008 at 02:58 PM.
Thelanis - Former VIP for ~4 years. Not currently playing.
Former officer of Indago, server-wide 2nd place: Titan, Queen, Reaver, & Abbot
==GREAT MEMORIES========= :: PESTILENCE :: =========GREAT COMMUNITY==
Vhlad / Vhladx / Vhladxx / Vhladxxx / Vhladxxxx / Vhladxxxxx / Vhlade / Vhlader / Vhlada
Fellowship of the Bling Ghallanda
Main: Shado
Tier 1 Alts: DareDelvis; Ottis; Tortelvis
Tier 2 Alts and Banks: JoeBiten; Hary Darkness; BurnyCynders; Ashhole; Mournfist; Maimonides; DareDelviss; Aeteentee; DareSoulvis; Rambam; Jawill; DoubleDee; Myzadventure; Krav Maga; Snakecobra; and others
Vhlad is correct, +2 critical multiplier is WAY more powerful than a +2 critical range for a barbarian.
Any time you mess with critical related stuff for a very strong baseline class like a bbn, the benefits are much greater and a multiplier increase for a bbn is MUCH stronger than a range increase for a bbn DPS-wise (not counting special crit effect weapons like smiters etc.)
We would have been in a much worse situation now if the Crit Rage multiplier was increased rather than the range.
Edit: Think SoS
Last edited by gpk; 03-27-2008 at 06:06 PM.
Yes, lets forget that if ANY class should get an improved critical attack in any way, it should be the rogue.
Yes, lets spread the overpoweredness to 1 other class only, everyone knows if you want to do melee damage you roll a barbarian or fighter only. All other classes are for support.
Argonnessen | Legendary Knights of Mabar | Couresan | Courage | Plat | Torgo
How about make Fighter's Ciritical Accuracy Enhancement (the one that is for confirming Crit Hits) a Seeker effect that stacks with item Seeker effects.
While you're at it change Mobility to a +2 Passive Dodge bonus while moving and a +4 while Tumbling (let Fighters and Rogues get a Mobility Enhancement to Enhance that up to a max of +3 Moving and +6Tumbling
Implement the Feat Telling Blow out of the Player's Handbook II (Apply Sneak Attack Damage on confirmed Critical Hits)
change Smite Evil from a use per rest to a cooldown effect (15-20 sec). That way even if the critter jumps clear at least they didn't waste something more than a little time.
Have Divine Sacrifice last for 6-10sec interval with a 20 sec cooldown.
change Wrack Construct to a % chance to inflict Sneak Attack damage on flanked or flatfooted constructs (25,50,75 and 100% in tiers)
implement a similar effect for undead called Call of the Grave or something
Implement Divine Might as a 20sec ability
Implement Righteous Might (the spell)
Implement Mass Resist Energy (the spell)
ah... yeah
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
Any word on the second tier of prestige classes. e.g tempest II, spellsinger II, etc. Will they be implemented for mod 7?
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.