Results 1 to 20 of 22

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default New Item Property Ideas

    OK I'll Start... but then I have to go to work so someone else needs to pick this up and add more



    Bane Burst. You heard... er read me Bane Burst

    You may ask "well how does it work Aesop"

    I have no idea... but maybe something like this


    Reptile Bane Burst
    +2 to hit and Damage vs Creatures of the Reptilian Type
    +2d6 Bane Damage vs Creatures of the Reptilian Type
    +2 "Seeker" Effect vs Creatures of the Reptilian Type on a critical hit (stacks with regular Seeker and similar effects)
    +2d6 Extra Bane Damage on a successfull Critical vs Creatures of the Reptilian Type

    same thing could be applied to Greater Bane Burst

    the Extra D6s on the Critical could also ramp up based on Weapon Base Critical Multiplier

    the Bane Burst would count as +1 over its equivilent counter part so +2 for Bane Burst and +4 for Greater Bane Burst (I think)

    I have a couple others rolling around in my head that are just as bad ... but I have to go to work


    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

  2. #2
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Aesop View Post
    Bane Burst. You heard... er read me Bane Burst
    That's called "Fierce Bane" in the D&D rulebooks.

  3. #3
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Angelus_dead View Post
    That's called "Fierce Bane" in the D&D rulebooks.
    Really? Never saw that one

    Which book is it out of?

    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

  4. #4
    Community Member
    Join Date
    Aug 2006
    Posts
    1,130

    Default "of punishment" suffix or "punishing" prefix

    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC. Not sure if this was for a particular class or type of attack (eg Power attack) or just to be applied in general, but I thought the idea was great. Assuming they didn't implement that, I would propose the following:

    "of punishment" or "punishing"
    If the combined attack roll (including all bonuses) is 10 points or more above the defender's AC, then this weapon does an additional 3d6 damage. Or perhaps 1d6 damage for every 5 points above AC the to-hit roll achieves (to maximum ???). (In other words, the weapon punishes you for having poor defense.)

    Example. +5 holy burst longsword of punishment or +5 punishing longsword of pure good

    Note: I'm not at all familiar with PnP sourcebooks. In the event that this suffix/prefix name already exists, another name could easily be given.
    Thelanis:
    Annikka (Sorc), Dannikka (F), Jannikka (Rgr)
    Tamikka (Bard), Famikka (Rgr)
    Bellynda (Cl), Mellynda (M)

  5. #5
    Community Member
    Join Date
    Mar 2006
    Posts
    394

    Default

    Quote Originally Posted by RobbinB View Post
    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC. Not sure if this was for a particular class or type of attack (eg Power attack) or just to be applied in general, but I thought the idea was great. Assuming they didn't implement that, I would propose the following:

    "of punishment" or "punishing"
    If the combined attack roll (including all bonuses) is 10 points or more above the defender's AC, then this weapon does an additional 3d6 damage. Or perhaps 1d6 damage for every 5 points above AC the to-hit roll achieves (to maximum ???). (In other words, the weapon punishes you for having poor defense.)

    Example. +5 holy burst longsword of punishment or +5 punishing longsword of pure good

    Note: I'm not at all familiar with PnP sourcebooks. In the event that this suffix/prefix name already exists, another name could easily be given.
    Great...they'd give a boss this ability and all our squishies would get one-shotted like so much wheat on harvest day. For that matter, some of the existing bosses' to-hits are so high this would probably result in several d6 of additional damage even to many front-line melee types.

    (I've only ever played two characters who were NOT squishy)
    Suggestion to Turbine: Have new character slots open up automatically based on months since account start date.
    Update: EU+Store = close enough. Thank you.

  6. #6
    Community Member
    Join Date
    Aug 2006
    Posts
    1,130

    Default

    Quote Originally Posted by VirieSquichie View Post
    Great...they'd give a boss this ability and all our squishies would get one-shotted like so much wheat on harvest day. For that matter, some of the existing bosses' to-hits are so high this would probably result in several d6 of additional damage even to many front-line melee types.

    (I've only ever played two characters who were NOT squishy)
    I'm not clear on which ability you mean a boss would get - the extra damage at 1 point for each total roll above AC, or that they would actually be given a "punishing" weapon at 3d6 extra damage with one interpretation or 1d6 per 5 total roll above AC with another interpretation.

    Either way, I'm not sure that it would be so bad. Worst case scenario is a boss like Sully who maybe averages a total roll of 75 against a typical caster AC averaging about 25. This would be an extra 50 damage in one scenario or straight up 3d6 damage in another or (50/5 * 1d6) in yet another. And keep in mind they could always apply some sort of maximum to the damage regardless of the interpretation.

    With no maximum and the most extreme case implemented, severe squishies would definitely be in some danger of being one-shotted, but hey that's why you are called a squishy. Casters have no business in grabbing aggro from a PIT-FIEND unless you intend to cast Tensers Imploding Prismatic Hell Ball with a caster level of 30. If DDO didn't have its ridiculous current implementation of heavy fortification meaning you can't be critically hit, what do you think would happen if Sully took a swing at you and actually rolled a 20? (Combat: Suulomades hit you for 300 points of damage.) I remember going into Chamber of Rahmat back when it was released and the sorceror in my party (low spot skill, maybe 100 hp, only wearing moderate fortification) kept getting one or two shotted by the ghouls' sneak attack. That was both funny and extremely appropriate. Maybe I'm just waxing nostalgic, but I think that it also made for a better game.
    Thelanis:
    Annikka (Sorc), Dannikka (F), Jannikka (Rgr)
    Tamikka (Bard), Famikka (Rgr)
    Bellynda (Cl), Mellynda (M)

  7. #7

    Default

    Quote Originally Posted by RobbinB View Post
    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC.
    That was MrCow and it was in Shade's Legendary Mode thread.

    The suggestion, in the context, made a lot of sense but if given to us it would most likely be very overpowered.
    Quote Originally Posted by redspecter23 View Post
    dodge +2, dodge +3 (they already exist on other items and wouldn't stack so you're not really getting too much more ac, you're just putting it in a slot where it makes a bit more sense to have a defensive item)
    No, just no.
    Last edited by Borror0; 06-02-2009 at 04:56 PM.
    DDOwiki.com, #1 source for DDO information.

  8. #8
    Community Member redspecter23's Avatar
    Join Date
    Jul 2007
    Posts
    2,149

    Default


    No, just no.

    Please don't think I'm being too forward on this, but why would it be overpowered or wrong to have your dodge bonus shifted from either Chattering ring or Chaosgarde onto your shield slot? I understand this frees up the bracer and ring slot for other items and could allow for a combo with Levik's Bracers and Dragontouched armor (but since you'd be equipping this new shield in place of Levik's it's a wash), but at least in my mind, sword and board toons should have superior ac. That is what they have given up their DPS (2wf or 2hf) for.
    Kaarloe - Degenerate Matter - Argonnessen

  9. #9

    Default

    Crusading: A crusading weapon is lawful and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of lawful damage against all of chaotic alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any chaoticl creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Rebellious: A rebellious weapon is chaotic and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of chaotic damage against all of lawful alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any lawful creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Basically, an Axiomatic+Holy enchantment and an Anarchic+Holy enchantment.
    Last edited by Borror0; 06-02-2009 at 05:07 PM.
    DDOwiki.com, #1 source for DDO information.

  10. #10
    Community Member Trillea's Avatar
    Join Date
    Mar 2006
    Posts
    341

    Default

    Quote Originally Posted by Borror0 View Post
    Crusading: A crusading weapon is lawful and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of lawful damage against all of chaotic alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any chaoticl creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Rebellious: A rebellious weapon is chaotic and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of chaotic damage against all of lawful alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any lawful creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Basically, an Axiomatic+Good enchantment and an Anarchic+Good enchantment.
    /nitpick

    Would actually be Axiomatic+holy and Anarchic+holy

    /nitpick off

    Good suggestion tho!
    Quote Originally Posted by Philam View Post
    I nominate you as head developer of DDO!
    Quote Originally Posted by FlimsyFirewood View Post
    That tears it. I need to get a donkey.
    Concentrated power is the enemy of liberty - Ronald Reagan

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