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  1. #1
    Community Member Ganolyn's Avatar
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    Default Increase Force Ritual Damage?

    With the Risia alter giving major damage boosts for not much effort (blue coins) and the limitation of not being able to upgrade named items, I was thinking that the Force Rituals could use a bit of a boost to maybe 1-4 per hit for the Force Ritual and 2-8 for the Force Crit Ritual. It should still be less than Risia damge due to the lack of protection most creatures have to force damage. Thoughts?
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  2. #2
    Community Member krud's Avatar
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    They never should have done the ice game rituals to begin with, but since they are here, I see no reason why they shouldn't do this. If they are gonna feed the power creep, why not bump the force ritual damage? Maybe they can start selling the ingredients in the ddo store and make a buck off of it too.
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  3. #3
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Ganolyn View Post
    With the Risia alter giving major damage boosts for not much effort (blue coins) and the limitation of not being able to upgrade named items, I was thinking that the Force Rituals could use a bit of a boost to maybe 1-4 per hit for the Force Ritual and 2-8 for the Force Crit Ritual. It should still be less than Risia damge due to the lack of protection most creatures have to force damage. Thoughts?
    Sounds good, given the relative rarity/expense of the collectibles required for those rituals. ("relative", as compared to the Risia coins.)

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  4. #4
    Community Member Spiderwight's Avatar
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    Meh. Power creep is bad.

    Well, power creep is probably inevitable. But that doesn't mean I have to approve of it.
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  5. #5
    Community Member Joab_Watts's Avatar
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    I've always thought the Force Crit should do damage based on the Crit Modifier of the weapon, i.e. Longsword does d4 on crit, Dwarven Axe does 2d4, Pick does 3d4.

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  6. #6
    Community Member doubledge's Avatar
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    damage boost should do 1d6, damage crit should be (critmodifyer)d6


  7. #7
    Community Member Sinni's Avatar
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    nope

    this is where the big difference is: "the limitation of not being able to upgrade named items"

    and the fact that force damage works on almost everything

    we don't need another unresistable 1d4-1 on GS weapons


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  8. #8
    Community Member Ganolyn's Avatar
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    Quote Originally Posted by Joab_Watts View Post
    I've always thought the Force Crit should do damage based on the Crit Modifier of the weapon, i.e. Longsword does d4 on crit, Dwarven Axe does 2d4, Pick does 3d4.
    I don't agree. Very few things are resistant to force damage (Arcane Oozes are the only thing coming to mind right now) and the spread should be a flat amount like it is now.
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  9. #9
    Community Member WeaselKing's Avatar
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    I wanna pony!! NAO!!!
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  10. #10
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by WeaselKing View Post
    I wanna pony!! NAO!!!
    No. You remember what you did with your last one?

    Bad Weasel. No Pony.





    I suppose I'd get shot for suggesting the new rituals be limited to randomized loot only?
    Last edited by cdbd3rd; 02-04-2011 at 11:20 AM.
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  11. #11
    Community Member stille_nacht's Avatar
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    disagree i think, weapons are already powerful enough, no reason to throw in more stuff.
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  12. #12
    Community Member FuzzyDuck81's Avatar
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    maybe a tiered upgrade system, similar to how the adamantine rituals work:

    force damage ritual:
    1st tier: 3 luminescent dusts, 9 fragrant drowshood, adds +1 force damage on every hit (as it is now)
    2nd tier: 4 luminescent dusts, 12 fragrant drowshood, adds an extra +1 force damage to every hit for total of +2, must be applied to item with 1st tier already.
    3rd tier: 5 luminescent dusts, 15 fragrant drowshood, adds an extra +1 force damage to every hit for total of +3, must be applied to weapon with tiers 1 & 2 already.

    force critical ritual:
    1st tier: 6 sparkling dusts, 12 deadly feverblanch mushrooms, adds 1d4 force damage on criticals (as it is now)
    2nd tier: 9 sparkling dusts, 18 deadly feverblanch mushrooms, upgrades to 1d6 force damage on criticals & must be applied to item with 1st tier already.
    3rd tier: 12 sparkling dusts, 24 deadly feverblanch mushrooms, upgrades to 1d8 force damage on criticals & must be added to item with 1st & 2nd tiers already.

    It'd give the ability to make some nicely upgraded items without making the extra effects too powerful, and the high cost in collectables should help to impose some degree of limitation.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  13. #13
    Community Member doubledge's Avatar
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    Quote Originally Posted by Ganolyn View Post
    I don't agree. Very few things are resistant to force damage (Arcane Oozes are the only thing coming to mind right now) and the spread should be a flat amount like it is now.
    golems, clay, iron. force doesnt' work.


  14. #14
    Community Member markusthelion's Avatar
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    Quote Originally Posted by Sinni View Post
    nope

    this is where the big difference is: "the limitation of not being able to upgrade named items"

    and the fact that force damage works on almost everything

    we don't need another unresistable 1d4-1 on GS weapons
    This.

    Eldrich works on GS, Icy Burst doesn't.

  15. #15
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by FuzzyDuck81 View Post
    maybe a tiered upgrade system, similar to how the adamantine rituals work:

    force damage ritual:
    1st tier: 3 luminescent dusts, 9 fragrant drowshood, adds +1 force damage on every hit (as it is now)
    2nd tier: 4 luminescent dusts, 12 fragrant drowshood, adds an extra +1 force damage to every hit for total of +2, must be applied to item with 1st tier already.
    3rd tier: 5 luminescent dusts, 15 fragrant drowshood, adds an extra +1 force damage to every hit for total of +3, must be applied to weapon with tiers 1 & 2 already.

    force critical ritual:
    1st tier: 6 sparkling dusts, 12 deadly feverblanch mushrooms, adds 1d4 force damage on criticals (as it is now)
    2nd tier: 9 sparkling dusts, 18 deadly feverblanch mushrooms, upgrades to 1d6 force damage on criticals & must be applied to item with 1st tier already.
    3rd tier: 12 sparkling dusts, 24 deadly feverblanch mushrooms, upgrades to 1d8 force damage on criticals & must be added to item with 1st & 2nd tiers already.

    It'd give the ability to make some nicely upgraded items without making the extra effects too powerful, and the high cost in collectables should help to impose some degree of limitation.
    I wouldn't have a problem with it, so long as it were implemented as above. That would be a total of 12 luminescent dusts, and 36 fragrant drowshoods for +3 force damage, or 27 sparkling dusts and 54 deadly feverblanch for 1d8 force dmg on a crit.

  16. #16
    Community Member Ranmaru2's Avatar
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    I could go for the multi-tier thing. It should have been that way from the start what with the adamantine ritual being tiered like that (then again the AC rituals are fine as is)
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  17. #17
    Founder Alavatar's Avatar
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    Default

    I like the Tier concept.

  18. #18
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    Quote Originally Posted by FuzzyDuck81 View Post
    maybe a tiered upgrade system, similar to how the adamantine rituals work:

    force damage ritual:
    1st tier: 3 luminescent dusts, 9 fragrant drowshood, adds +1 force damage on every hit (as it is now)
    2nd tier: 4 luminescent dusts, 12 fragrant drowshood, adds an extra +1 force damage to every hit for total of +2, must be applied to item with 1st tier already.
    3rd tier: 5 luminescent dusts, 15 fragrant drowshood, adds an extra +1 force damage to every hit for total of +3, must be applied to weapon with tiers 1 & 2 already.

    force critical ritual:
    1st tier: 6 sparkling dusts, 12 deadly feverblanch mushrooms, adds 1d4 force damage on criticals (as it is now)
    2nd tier: 9 sparkling dusts, 18 deadly feverblanch mushrooms, upgrades to 1d6 force damage on criticals & must be applied to item with 1st tier already.
    3rd tier: 12 sparkling dusts, 24 deadly feverblanch mushrooms, upgrades to 1d8 force damage on criticals & must be added to item with 1st & 2nd tiers already.

    It'd give the ability to make some nicely upgraded items without making the extra effects too powerful, and the high cost in collectables should help to impose some degree of limitation.
    Really like this idea the best. Implement this then put tangleroot on sale ;p

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