At the point where everyone, including the devs, recognize that Vicious is so bad that it actually makes all but the best weapons unusable, then it's probably time to re-examine the enchantment.
On a more fundamental level: Vicious is 2d6:1d6 in D&D, but in the transfer to DDO monster HPs increased more than Player HPs did. That means when you keep the same 2d6:1d6 ratio, you're actually throwing off the balance. If we assume that monster HPs increase by an average factor of 4 and that player HPs increased by an average factor of 2, then you ought to adjust the ratio on this weapon by a similar factor. Thus the damage to monsters should increase giving you 8d6:2d6, or to reduce things down a bit 4d6:1d6.
Obviously, I'm making those numbers up, but the devs probably have a more accurate understanding of the D&D to DDO changes to HP and can find the right ratio to change it to. But it's abundantly clear that monster HPs increased more than player HPs did, leaving Vicious less useful than it is in D&D.
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While made up I do agree with the point. But then what of Rightious, bane, etc. All of these standard things that follow the book would have to be increased as well because they follow suit to the same argument. The only turn about is that they don't harm the user. Wait, I take that back, wrong alignment means double negative level to the PC with certain weapon types. (Yes, I said double. You take a negative level, the penalties are double here in DDO compared to what they are in PnP)
Also, I'm not against them changing vicious if they choose to, but it opens the door to a lot more complaints.
No. Cause one of the main reasons that DDO monsters have so many HPs is because DDO players attack so fast.
Thus a weapon that deals 1d6 extra damage in DDO and D&D is pretty comparable because while the DDO monster has more HP it's being deal the 1d6 extra damage more often.
The problem with Vicious is the backlash damage, and in the inequities in HP conversions. The DDO player takes more damage from weapon than the D&D player (because the weapon is proc'ing more often) but doesn't have a comparably increased number of hit points. (I suppose this would be a good argument for actually reducing the backlash damage from Vicious, say to 1d3, rather than increasing the output damage.)
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1 HP per hit might be closer.
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Ah, that is what people in favor of this change have not been stating that was causing my hold up.
I'm still against making DR/resistance of any form stop vicious. Why? because then NPCs could stop vicious damage also. However, dropping the damage down to 1d3, etc. I'd be in favor of. Just as I'd also be in favor of 1d6 to us, more than 2d6 to them.
That 20 extra HP we start off with is no way near enough to offset the damage we take with viciuos compared to the NPC HP given the rate of attacks.
Whether you reduce damage taken or increase damage output, the end result is still the same. The difference is that if you make the damage resistable, it doesn't automatically make the effect the best available effect for every character. Making it 4d6 dmg would be nice, but then you'd have an effect outdamaging every other effect in the game, which would be a bit overpowering IMO.
It's not about having all positives and no negatives, it's about making an effect useful - hell, more like usable - as compared to other effects.
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Lets look at this from another angle for a second. What would be the chief benefit of making the effect resistable? The only gain I can see is that you'd save inventory slots. So what if, instead of making the effect resistable by class/racial DR, they added an effect to the loot list that would have the ability to resist this damage? This would have a self-balancing effect due to the fact that players would need to occupy two item slots to use this weapon to its fullest advantage.
Dear Posters;
Reality sucks. Fantasy games are a great way to escape reality. So please stop forcing reality into our fantasy discussions. We certainly don't need the reminder.
Thanks for your understanding
I don't mind reducing the damage taken, but I don't think it should be resistable. Do you see the difference?
In one scenario, you're getting better bang for your buck, but you're still going to take some damage.
In the other, you're potentially just getting free DPS if your character is built right (or has stoneskin or something else depending on what you decide should be resisting the damage).
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Totally not an expert in Monk, so I'm not trying to qft...but wouldn't a weapon like say, vicious handwraps sort of help out a monk when he's in Earth Stance? Or does he only gain Ki when damaged by a FOE, not a weapon?
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