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Originally Posted by
sephiroth1084
You continue to ignore even the simplest concepts in terms of how DDO functions vs. PnP. Why should a wizard, who has enough spell slots to prepare whatever he needs for a given situation already, want to prepare worse versions of his best spells (adding Will saves to Web?!) just so he can keep around other mediocre or niche spells all the time? How does that make any sense? You don't gain ANYTHING from diluting your most potent spells with a bunch of other junk!
Continuing, what other burst damage spells, aside from Fire and Ice would one be using later in the game? Sure, there may be a few levels where having Fireball and Acid Burst and Electric Loop available for a sorc will be worthwhile, but what do we face in the mid levels that is both resistant to fireball and cone of cold, but not acid? At end game, why would we be using a a spell whose damage is capped at considerably less than 15d6? Why would we use such a spell that also has two saves against its effects?
Later in the game, what do we face that makes having all of Cone of Cold, Chain Lightning and DBF available? Electricity shows all red numbers vs. most of the enemies we encounter, but cold merely loses around 30 points, while it gains (in all likelihood), +40% damage, and better crits. Maybe +20% damage, if we spend some points on the electric/acid line...but that's still dealing much more damage. Oh, and currently Chain Lightning is broken. And again, what is being prepared in place of CoC? Yeah, giving up an 8th level slot for an extra 7th in DDO would be worthwhile, but would it be worth coding something to just do that?
Again, the value of having access to virtually every conjuration spell in each level underneath the corresponding Shadow Conj predictably escapes you. It is obviously worthwhile in cases to prepare SC when you need to make use of niche/alternative spells, besides being potentially worthwhile outside of these scenarios.
As for Shadow Evo, As for mid level enemies immune/resistant to fire/cold, blackbones, and certain oozes readily come to mind, just off the top of my head. Now, as for CoC with -30 resist vs Chain Lighting (concerned with enhancements alone):
15d6 = 52 * 1.4 = 73.5 and maxed out crit boosters increase the average damage to 81.76. Subtract 30, and we have 51.76
20d6 = 70 * 1.2 = 84
And if we reinvest some points from the fire/ice crit boosters (which really aren't all that great in terms of the net average damage enhancement) to the acid/lightning damage boosters, we have even better performance.
Finally, I come to your thoughts on some of the spells you think should be implemented...
You suggest that we make a mass daze monster...at the same level of daze monster? Oh, and the mass version also isn't affected by HD, so it's better in every way. So, this is your argument for getting rid of Daze Monster, is it? Fine, no one uses the spell anyway, but, how is this better than Hypnotism? If it is better, why is it also a 1st level spell, and would it be good enough to ever bother preparing it as a 2nd level spell? If it isn't better, why bother making it at all?
Daze Monster is a pretty terrible spell in need of overhauling, it really shouldn't be 2nd level to begin with; Hypnotism is vastly superior at L1. That said, Hypnotism is quite different from Ghost Noise (I've already listed crucial differences relative to Colour Spray earlier in the thread) in that GN can be used to create distractions, lasts for its full (probably 6 second) duration regardless of damage dealt, but is useless versus creatures that cannot hear, may use a different save (Fortitude perhaps), and may be mitigated by things that resist/immunize to Sonic damages/sound.
As for Project Image, what would we use it for? It can't fight, it would require an incredible amount of programming, and for what? A scout? You can't break LoS with it, so all you can do is what's at the end of the hallway? How often does a group give a rogue or ranger time to sneak ahead and see what's going on? And if you want it just to spring traps...we have Summon Monster I scrolls for that.
Actually it can cast; again, your reading comprehension leaves something to be desired. As for uses, aggro draw that also permits you to cast around corners and barriers at minimal risk to yourself, fully controllable trap tripping, risk free kiting, virtual spell range extension are just a few off the top of my head.
You can couch your "arguments" and your insults in masterful vocabulary, but that doesn't change the fact that you appear to be incapable of rational thought, weighing benefits and consequences, and apparently aren't especially familiar with DDO.
I've argued the points enough. Others can see what you apparently cannot, so there's really no more point in attempting to make clear anything to you.