Results 1 to 4 of 4
  1. #1
    Community Member
    Join Date
    Jun 2006
    Posts
    166

    Default Uber Turning Cleric - Do Bonuses really stack?

    Okay,

    Looking at Max Turning in game. I know, I know, people will claim turning is nerfed, Inflated HD, etc. etc. but, I've always been a fan of Cleric Turning and a few things recently have caught my eye.

    Okay, for the calculation, based on a lvl 16 Cleric(not going into detail on how the stats reached that for this discussion):

    Chr mod is +7 for this example

    Items:

    Seraphim Helm (Sacred and Hallowed)
    Lorriks Shield (+2 to Turn level, +2 to damage and +4 to Max HD Turned)
    Gauntlets of Eternity (Sacred and Hallowed but still stacks with Helm (DM verified) and +4 to Max HD turned)

    I tried to figure out the calculation below, but I'm wrong. I get wrapped around the axle sometimes. Here is my stab at it.....

    Calculate Effective Cleric Turning Level:
    Cleric Level 16 + 1 [Imp Turn Feat] + 3 [ImpTurn III Enhancement] + 2 [Seraphim Helm Sacred] +2 [Gauntlets Sacred] + 4 [Seek Eternal Rest] + 2 [Lorriks Shield Eternal Faith] = 30 effective Cleric Level for turning

    Turn Check: 1d20 + 7 [CHA mod] + 4 [Lorriks Shield] +4 [Gauntlets of Eternity] = Cleric Level (effectively 30) + (0 to 4 per table) + 4 [Lorrik Shield] +4 [Gauntlets] Max HD turned (so Max HD undead creature that could be affected is 42 HD creature)

    Turn Damage: 2d6 + Cleric Level [effectively 30] + 7 [CHA mod] + 2 [Lorriks Shield] +2 [Helm] +2 [Gauntlets] = max 56 total HD turned.
    Undead under 1/2 your effective Cleric level (30) = 15 HD are destroyed.

    Oh, this is messy.....help !!!!
    Last edited by cinoaz; 12-29-2008 at 03:02 PM.

  2. #2
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    I can't answer your question on named loot stacking.

    But my Cleric has all the feats and enhancements for turning/char. And the tapaesrty helm. Only about a 26Cha though. I originally saw turning as a secondary ability and didn't try to max it at creation.

    I turn well IMO.
    Turn but don't destroy.
    in high lvl quests anyway.

    Turning is powerful.
    But no one likes it.

    No one wants to chase a monster....they want to kill it.
    And in the Desert and Orchard where you would think turning would be the most useful.......they run, run , run......until they leach back (no longer turned btw).
    Very annoying.

    Then there is the monster attack buffer thing. Where they continue to attack for awhile before they realise they are suppose to be running from you.

    I've been lightning bolted to death in the Orchard so many times, only to watch the Arcanes run from my ghost.....

    And then there are those Sorcs that think your DVs belong to them or something.

    Still I like turning, and I have made a turn specced cleric.....but never lvled her up though.
    Funny story about her. I created her before mod 8. And left her in the Wavecrest and hadn't even gotten Sigmon his ale yet.

    I logged on to find her stark naked....nt even a starter anything on her.
    And couldn't go back to the beach to even get a Moldy wep. Snow outsside the Inn...I was hurting.

    Took her in the new Crypt quest with her faithful dog and destroyed all the Undead in there. And lucky for me that Celestial Dog kicks some butt at low lvls.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  3. #3
    Community Member
    Join Date
    Jun 2006
    Posts
    166

    Default

    Something seems amiss here:

    In game:

    (Combat): You roll to see how effective your turn undead is. You roll a 20 : you hit foes up to 28 hit dice.

    Now given the equipment:
    Chr mod is +7

    Items:

    Seraphim Helm (Sacred and Hallowed)
    Lorriks Shield (+2 to Turn level, +2 to damage and +4 to Max HD Turned)
    Gauntlets of Eternity (Sacred and Hallowed but still stacks with Helm (DM verified) and +4 to Max HD turned)
    Seek Eternal Rest (+4 to level)

    Calculation:
    Turn Check: 1d20 + 7 [CHA mod] + 4 [Lorriks Shield] +4 [Gauntlets of Eternity] = Cleric Level (effectively 30) + (0 to 4 per table) + 4 [Lorrik Shield] +4 [Gauntlets] Max HD turned (so Max HD undead creature that could be affected is 42 HD creature)

    So, using the Character, equipment and roll:

    Effective Cleric Level: 30

    30 [Cleric Level] + 4 [Turning Table] + 4 [Shield] +4 [Gauntlets] = 42 HD Creature

    Now, in combat log:

    (Combat): You roll to see how effective your turn undead is. You roll a 20 : you hit foes up to 28 hit dice.

    So, what's going on, my effective cleric level calculation must be wrong. So lemme see:

    16 [Cleric Level] + 4 [Turning Table(rolled a 20)] +7 [CHR Mod] = 27

    Hey, wait a minute, that still doesn't add up to 28, a lot closer, but, not 28. No where near where I thought the turning level should be though....something is wrong, seriously wrong....

  4. #4
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Quote Originally Posted by cinoaz View Post
    something is wrong, seriously wrong....
    Yeah, you're actually trying to turn undead....

    Turning sucks...its broke and they'll never fix it because you are the only one trying to turn undead.

    You think they are gonna pay someone X hours to fix a problem thats only a problem to you?

    Nosir.

    Respec.
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload