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  1. #1
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    Default Make Tenser's Transformation = Combat Expertise

    Suggesting this here because of the beta agreement. Now that the tech is in place, please make Tenser's Transformation work like Combat Expertise. Double spell point usage while the spell is active. This will make the spell actually have a use, as opposed to being a hindrance the way it is now.

  2. #2
    Hero Propane's Avatar
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    One of the better ideas I hear in a long time...

    Now if you could just end it at will....
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  3. #3
    Founder Aesop's Avatar
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    Yeah making Tensers cost double works for me... but I would perfer that Combat Expertise had a solid modifier... like +20 SP... instead of the cost of 50-80 per spell

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  4. #4
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    Double sp cost

    or
    change stat and ac bonuses to Insight.

    Either works for me.

  5. #5
    Community Member Rusty_Can's Avatar
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  6. #6
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    Also clicky usage.

  7. #7
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    Nvm necro


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  8. #8
    Developer Eladrin's Avatar
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    I like that idea.

  9. #9
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    Quote Originally Posted by Eladrin View Post
    I like that idea.
    good. add it in



    Aesop
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  10. #10
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    Quote Originally Posted by Eladrin View Post
    I like that idea.
    There's a good sign =D
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  11. #11
    Community Member moorewr's Avatar
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    I vote for ending the spell at will. Allowing casting while it is in effect goes against the source material.. as I know the OP knows..

    http://www.d20srd.org/srd/spells/transformation.htm
    You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

    You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

    You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.
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  12. #12
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by moorewr View Post
    I vote for ending the spell at will. Allowing casting while it is in effect goes against the source material.. as I know the OP knows..

    http://www.d20srd.org/srd/spells/transformation.htm
    The problem is that the spell doesnt translate well to DDO. First of all, anyone able to cast tensors already has str, con and barkskin items/potions that rival, if not exceed the spell. So much for making you stronger and tougher.

    Second, tensors only lasts for one encounter in pen and paper, and would usually be cast near the middle to end when the caster decided his remaining spells were of little use. This never happens in DDO, as tensors will often last for 10 or 20 encounters (especially if extended, in which case literally hundreds of monsters die before it goes awa), and casters that have one usefull spell for an encounter can use up the rest of thier spellcasting resources on that spell, rather than having half their power stored up in knock, teleport, locate object, or other combat-useless spells.

    Third, there is a lvl 4 divine spell that is easily available in clickie and UMDable scroll form, which lacks the major penalty of tensors, and even has a BETTER strength bonus (one which is actually usefull until about lvl 13 when most characters get their first +6 str item).

    Having doubled spell casting costs simulates the penalty of this spell quite well, without making the spell complete garbage. IMO, the stat bonuses should also be made exceptional bonuses (perhaps dropped to +2, so they dont stack with tod rings/GS weapons), and the casting cost upped to triple. This would make the spell worthwhile, and casting under it's influence a very painfull experience. As a bonus, it would only be available to lvl 11+ casters, or UMD characters, and not everyone (and their dog) would carry 8 rings of 5x day tensors.
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  13. #13
    Community Member moorewr's Avatar
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    Quote Originally Posted by Lithic View Post
    The problem is that the spell doesnt translate well to DDO. First of all, anyone able to cast tensors already has str, con and barkskin items/potions that rival, if not exceed the spell. So much for making you stronger and tougher.

    Second, tensors only lasts for one encounter in pen and paper, and would usually be cast near the middle to end when the caster decided his remaining spells were of little use. This never happens in DDO, as tensors will often last for 10 or 20 encounters (especially if extended, in which case literally hundreds of monsters die before it goes awa), and casters that have one usefull spell for an encounter can use up the rest of thier spellcasting resources on that spell, rather than having half their power stored up in knock, teleport, locate object, or other combat-useless spells.

    Third, there is a lvl 4 divine spell that is easily available in clickie and UMDable scroll form, which lacks the major penalty of tensors, and even has a BETTER strength bonus (one which is actually usefull until about lvl 13 when most characters get their first +6 str item).

    Having doubled spell casting costs simulates the penalty of this spell quite well, without making the spell complete garbage. IMO, the stat bonuses should also be made exceptional bonuses (perhaps dropped to +2, so they dont stack with tod rings/GS weapons), and the casting cost upped to triple. This would make the spell worthwhile, and casting under it's influence a very painfull experience. As a bonus, it would only be available to lvl 11+ casters, or UMD characters, and not everyone (and their dog) would carry 8 rings of 5x day tensors.
    I see the above as grounds for a) revising the duration of Tenser's, b) allowing it to be ended at will, and c)) revisiting the game balance for Divine Power scrolls and items.
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  14. #14
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    Quote Originally Posted by moorewr View Post
    I vote for ending the spell at will. Allowing casting while it is in effect goes against the source material.. as I know the OP knows..
    And the spell in the source material was never used, either. Just because something was poorly written in the source material doesn't mean it should be that way here.

  15. #15
    Community Member moorewr's Avatar
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    Quote Originally Posted by Aspenor View Post
    And the spell in the source material was never used, either. Just because something was poorly written in the source material doesn't mean it should be that way here.
    That's your opinion. I decline to to get sidetracked into a debate about the value of fidelity to the source game.
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  16. #16
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    Quote Originally Posted by Aspenor View Post
    Suggesting this here because of the beta agreement. Now that the tech is in place, please make Tenser's Transformation work like Combat Expertise. Double spell point usage while the spell is active. This will make the spell actually have a use, as opposed to being a hindrance the way it is now.
    /signed
    Best idea in a long time - awesome!
    Quote Originally Posted by Roziel_Longblade View Post
    Double sp cost

    or
    change stat and ac bonuses to Insight.

    Either works for me.
    Both - the statb bonuses really do need to stack (at least partially)

    Quote Originally Posted by Eladrin View Post
    I like that idea.
    Then make it so

  17. #17
    Community Member kingfisher's Avatar
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    Quote Originally Posted by Eladrin View Post
    I like that idea.
    do you like like it like it or just kind of like it? like do you like it enough to push it through or just like saying you like it? like if it was me, i like really like it. like i like it a lot. but thats like just me you know.

  18. #18
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    Quote Originally Posted by Eladrin View Post
    I like that idea.
    You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

    You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

    You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.
    How about changing it to spells cost 25 more sp (its as taxing to cast as a maximized spell while under its effect)

    You gain a +2 insight bonus to STR, DEX, and CON, a +4 natural armor bonus, a +5 competence bonus on Fort saves. Proficiency with all simple and martial weapons (and full BAB as a fighter of your character level)

    So it becomes more like a stance benefit. And its counter productive to nuking due to the 25 sp cost. So good compromise. CL just adds duration like current DP.
    Last edited by mournbladereigns; 08-06-2011 at 12:20 PM.

  19. #19
    Community Member fyrst.grok's Avatar
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    Quote Originally Posted by Eladrin View Post
    I like that idea.
    How about something similar for bladesworn transformation? Healing would still be a problem though.

  20. #20
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    Might I suggest this spell simply uses your casting stat as your strength bonus? (to-hit and dmg) That alone would make this spell worth using. (Although I do like the OP's idea, the spell still remains only of any real use for characters already spec'd for melee)

    Also, I wouldn't make the bonuses insight because then every umd melee will run around with this scroll up, but you COULD if you really wanted to base an insight bonus on the number of caster levels you have. F.ex Insight bonus = (caster_lvl - 12)/2
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