.: Reaper :.
Kongo - TR | Brolik - Warforged Ranger | Bonemender - Clerimonk | Torqata - Warforged Sorcerer | Fresco - Tempest III UMD | Ognok - Intimi Guard Tank
You're coming to some pretty game altering conclusions without really trying the changes out. Tempest III was already giving an extra attack before they normalized the attack rates. Nothing has really changed except that Tempest III comes up every 4 hits instead of every 5.
Don't try to figure out the metagaming implications with pure theory. It often leads to over-adjusting to game changes and developing less than optimal strategies. TWF benefits standing still now... so start out with trying to stand still. Don't over invest in ideas like tumbling, stunning blow, paralyzers in the like... just start with standing still.
He probably means that it is capped at taking 5 away from your "to hit" and added to your damage (double for THF)... which is mostly true. It's capped at 8 for WF currently.
But I'm not sure why power attack is entering into the discussion at all. It's a wash for THF and TWF anyway.
EDIT: Well... was. I suppose that now that you get 125% of hooks for an attack chain, power attack actually benefits TWF more now.
I do think rangers got a little bump, but nothing that huge really especially since I was beginning to think fighters and the other classes did more dps then rangers this mod.
Agreed although I do think stunning blow for a twf is a better tactic on trash then it was. Rush up hit a stunning blow on first attack especially against enemy archer or enemy spellcaster and then just stand and swing. Tumbling is even worse with these changes because you are constantly moving and attacking and losing attacks in the process.Don't try to figure out the metagaming implications with pure theory. It often leads to over-adjusting to game changes and developing less than optimal strategies. TWF benefits standing still now... so start out with trying to stand still. Don't over invest in ideas like tumbling, stunning blow, paralyzers in the like... just start with standing still.
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A tumble skill of 35 results in 125% increase vs. run speed. So how is it more time consuming to tumble vs run? not only does it take 25% less time to cover the distance, but you also preserve your attack chain and don't lose DPS.
Please read this thread. You don't seem to understand what your talking about.
Last edited by Roman; 09-17-2009 at 06:12 PM.
.: Reaper :.
Kongo - TR | Brolik - Warforged Ranger | Bonemender - Clerimonk | Torqata - Warforged Sorcerer | Fresco - Tempest III UMD | Ognok - Intimi Guard Tank
.: Reaper :.
Kongo - TR | Brolik - Warforged Ranger | Bonemender - Clerimonk | Torqata - Warforged Sorcerer | Fresco - Tempest III UMD | Ognok - Intimi Guard Tank
Where is the fallacy of logic in that?
Let's see. Oh yes. When using a paralyzer, you are kept from using greensteel. Not Using greensteel = less DPS.
Again, you're using pure theory and half facts to derive metagaming implications. Don't do that. It's more than probable that standing still with greensteel will be far more effective than standing still with a paralyzer.
.: Reaper :.
Kongo - TR | Brolik - Warforged Ranger | Bonemender - Clerimonk | Torqata - Warforged Sorcerer | Fresco - Tempest III UMD | Ognok - Intimi Guard Tank
Oh... missed another roll. The answer of course is that you can attack while running, but that you can't attack while tumbling. So when the enemy is in a state of transition, you are given the choice to tumble after him and do nothing or run after him and do (admittedly less than optimal) damage.
I'll take the damage the enemy option over the no damage option any day.