Page 2 of 2 FirstFirst 12
Results 21 to 25 of 25
  1. #21
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    Quote Originally Posted by psymun View Post
    Paladin Divine Might I: Adds +2 to damage (equivalent of +4 STR, -2 to-hit)
    Paladin Divine Might II: Adds +4 to damage (equivalent of +8 STR, -4 to-hit)
    Paladin Divine Might III: Adds +6 to damage (equivalent of +12 STR, -6 to-hit)
    Paladin Divine Might VI: Adds +8 to damage (equivalent of +16 STR, -8 to-hit)
    This isn't really accurate. For a Sword and Board Paladin, sure.

    However, for a THF'ing paladin it is:
    Paladin Divine Might I: Adds +2 to damage (equivalent of +3 STR, w/out the AB)
    Paladin Divine Might II: Adds +4 to damage (equivalent of +6 STR, w/out the AB)
    Paladin Divine Might III: Adds +6 to damage (equivalent of +8 STR, w/out the AB)
    Paladin Divine Might VI: Adds +8 to damage (equivalent of +10 STR, w/out the AB)

    Due to the 1.5x mechanic. Obviously this depends on what strength tiers would be reached with but it is a rough equivalent.

    For a TWF'ing paladin it is more difficult, but I'll try:
    Paladin Divine Might I: Adds +2 to damage (equivalent of +5 STR, w/out the AB)
    Paladin Divine Might II: Adds +4 to damage (equivalent of +10 STR, w/out the AB)
    Paladin Divine Might III: Adds +6 to damage (equivalent of +16 STR, w/out the AB)
    Paladin Divine Might VI: Adds +8 to damage (equivalent of +22 STR, w/out the AB)

    This is pretty rough but I found it benefited me just to think of it in that context. The strength bonuses here aren't considering a difference in proc rate (+10% doublestrike, 80% offhand, 30% difference). Taking that into account would lower it a fair bit but not sure how to add that up (or if it needs to be added up different).

  2. #22
    Community Member Falco_Easts's Avatar
    Join Date
    Mar 2007
    Posts
    1,335

    Default

    Quote Originally Posted by unbongwah View Post
    Seems to me making the duration based on CHA (the way Rage is based on CON) would be fair; IIRC that's how it works in the NWN games. [Different strokes `n all, but still based on the same D&D 3.x rules.]
    I like this idea.

    Quote Originally Posted by TheDearLeader View Post
    I wouldn't mind seeing it like Exalted Smite. The more ranks in Exalted Smite you have, the shorter the Cooldown duration for the Smite.

    Likewise, the higher tiers of Divine Might, the Shorter the Caster Animation/Longer the Duration/Both? -- Which, would actually make it Charisma Based, since you need a certain Base Charisma to unlock the various tiers.
    And this one.
    A friend will bail you out of jail.
    A mate will be sitting in there beside you saying "**** that was awsome!!!"

    Unguilded of Orien

  3. #23
    Community Member
    Join Date
    Oct 2009
    Posts
    663

    Default

    I made a new post in the "suggestion" area, seems more appropriate. support it, comment, add to or criticize here---


    http://forums.ddo.com/showthread.php?t=317925
    Eulogy- oh ninety eight

  4. #24
    Community Member -Zyxas-'s Avatar
    Join Date
    Dec 2009
    Posts
    268

    Default

    Hmmm.... My thoughts:

    Having 1/2/3/4 mins based on tier acquired is a bit much. Either the Cha mod bonus or boost by 1 minute total from 2-4, ie 20 sec each tier starting at 1 min.

    Or a really neat idea! Have it sort of like a stance, you toggle it, every minute it drains 1 turn, and when you turn it off it takes a the turn for the minute if you were at 30sec or more in that minute of it. That way it's still one minute, but it requires less management. EDIT: if it's the first or second active minute, it takes the turn no matter what when turned off so you can't abuse the timer - there should be a buff icon yet, but shows elapsed time (so you can turn off at like 50-59sec into a minute).

  5. #25
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Quote Originally Posted by -Zyxas- View Post
    ...Or a really neat idea! Have it sort of like a stance, you toggle it, every minute it drains 1 turn, and when you turn it off it takes a the turn for the minute if you were at 30sec or more in that minute of it. That way it's still one minute, but it requires less management. EDIT: if it's the first or second active minute, it takes the turn no matter what when turned off so you can't abuse the timer - there should be a buff icon yet, but shows elapsed time (so you can turn off at like 50-59sec into a minute).
    As a melee radiant servant, I fully endorse this idea
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload