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  1. #1
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    Default Sunder and Imp. Sunder feat

    i wonder if anyone uses those feats. i think they need some improvements. some classes already have or will get fortification lowering attacks/feats so how about adding this effect to sunder (lets say 15%) and imp. sunder (30% here)?

    this effect shouldnt work on constructs (we have rogue wreck construct) and undeads (unless u are hunter of the dead II maybe?)

    we could get stalward defender/defender of syberis PrE contribution to fortification like +10% per tier (it would stack with 100% item allowing them to get greater fort. than warforged dps build)

    is it stupid? i dont know. you will decide.

    i think this could change end game fights. some mobs are using this attacks against players so even if u have 100% fort. AC would matter now in case of critical hit confirmation (warforged can get 125% fort. now so maybe there should be 25%/50% fort decrease for sunder/imp. sunder). this could make players think twice before letting barbarian tank the boss. it would also make fighters more important cause they can afford improved sunder easily unlike barbarians.
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  2. #2
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    Sunder and Improved Sunder do need some improvements to make them more valuable. Giving them penalties to Fortifications is something the devs have thought about in the past, but that would be a mistake: it would be irrelevant to most enemies, but excessively dangerous to player characters.

    My own standard suggestion for Sunder is to give it an option to damage the enemy's weapon instead, allowing it to be used defensively to reduce the damage you suffer. A bit more on that in this thread:
    http://forums.ddo.com/showthread.php?t=270835

  3. #3
    Community Member Bogenbroom's Avatar
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    I don't think monsters actually use weapons, per se. I think they just coded as a single unit, and that sword is effectively just an extension of their arm.

    I would lean towards the sunder line disrupting resistances. The feat could stay the way it is, but enhancement lines could allow sunder to disrupt things like DR, SR, and Fort.
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  4. #4
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    Quote Originally Posted by Bogenbroom View Post
    I don't think monsters actually use weapons, per se.
    That's irrelevant. Most monsters don't wear armor either, and yet Sunder currently functions to reduce their AC.

  5. #5
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    all of you are wrong, ddo should stick to the rules with this one.

    its the mobs that they should change making them have more ac so there would be a point to reduce it!
    then again any changes to the game disturbe the balance of the way the game is played. everything must be calculated and balanced out before rash decisions are made throu intuitions and some other folly and misguided human features.

  6. #6
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    well my idea meant to develop dps increase of party by NON MAX DPS builds (which this game is all about now) and make tanks more useful in raids (currently barbarians tank the boss and real tank can join guild raids only cause their dps sucks...) this could also make hotd paladin PrE more useful for stealer of soul or abbot raid.
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  7. #7
    Community Member Bogenbroom's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That's irrelevant. Most monsters don't wear armor either, and yet Sunder currently functions to reduce their AC.
    I was more getting at the mechanics of it. Breaking a monster's weapon just doesn't seem to be in the game design. They aren't designed in a way that would allow then to have their weapon become non-functional. That is just my impression. Or maybe I am not getting where you were going with your idea.
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