Is it an out of hand request to ask to improve Divine Favor's to its full book potential, up to +6/+6 at level 18? What was the reasoning to limiting it afterall?
Is it an out of hand request to ask to improve Divine Favor's to its full book potential, up to +6/+6 at level 18? What was the reasoning to limiting it afterall?
"When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
Dak'kon.
+6 dmg and to-hit is a bit too much imho... I find the present spell really ok, remember it's a level 1 spell.
The pnp version was fixed/nerfed too ^^
Take a look: http://www.d20srd.org/srd/spells/divinefavor.htm
So?
Fighter's can add as much, and probably more, damage and to-hit from kensai and their weapon's specs, and from their feats. Also, they get haste boosts.
Barbarians can get ludriculous ammount of strength and crit multiplier from rage's. Both can be excellent controllers with their combat feats as well.
IDK, if it really was fine as it is we would be seeing a lot more running around.
"When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
Dak'kon.
Star Firefall
20 Rogue Assasin
Currently on life 42 of 42 (Final Life!)
Per the D&D 3.5 Player's Handbook Errata found here, Divine Favor should now read:
This change was made almost 5 years ago.Changes to the spell’s description are noted in boldface type:
Calling upon the strength and wisdom of a deity, you
gain a +1 luck bonus on attack and weapon damage rolls
for every three caster levels you have (at least +1,
maximum +3). The bonus doesn’t apply to spell
damage.
Last edited by NeutronStar; 12-02-2010 at 09:20 AM.
Yes, they're good. Yes, I know. But unfortunately people out there won't look at you unless you can DPS the **** outta mobs and sorry, they are behind those 2 classes. And no one will consider survivability on epics, again, only pure math. Just look at most parties.
No one considers +saves, +AC, heck, even the capstone will only be good if ye wield an epic SoS. People don't even think about them as tanks, putting the barb with 0 ac to do it -despite, of course, begging able to shrug off hate from (most, because IDK if I ever faced someone with an epic SoS) them.
Yesterday I had to hear the most inane comment of the week: "AC paladins tanks can't hate tank". At least I had fun grabbing hate of every ToD boss - despite on part III, where the OTHER ac tank decided to ignore the fleshy barbarian who said was gonna tank sully. Yes, fleshy barbarian with 2 ac tanks on party.
Seriously, considering how the other melee classes are atm, I don't think adding another +3/+3 would change much. But at least it would make them a little better.
"When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
Dak'kon.
Originally it was capped at +6/+6 (though the level cap didn't allow the full bonus.) It was changed around the time the Desert or Gianthold was added at the request of WotC.
Like most level 1 spells, divine favor caps it effective caster level at level 10, consequently ruling out a bonus above +3.
If you look at other level 1 spells both in DDO and the SRD, you'll see that there's pretty much no level 1 spells that stop scaling past caster level 9-10, depending which said spell gains a benefit at. Nightshield, divine favor, magic missile, etc etc etc.
Durations continue to increase, but magnitudes and bonus effects don't, pretty much as a rule. Even in lv 2-3 spells, its rare to see an effect gain in power past caster level 11 (resist energy, scorching ray, and on DDO, jump).