i would like to see max caster lvl removed from this spell since its not any elemental spell that could become overpowered on sorcerers
i would like to see max caster lvl removed from this spell since its not any elemental spell that could become overpowered on sorcerers
EU player --> think about it when u want to trade with me
This could be a double-edged sword to make Disintegrate's maximum caster level to go beyond 20. It would allow particular monsters like Horoth to be devastating, with a caster level between 30-40 (difficulty depending) and casting as-if maximized.
Server - Thelanis
As much as I'd like to be doing 1800 non-crit damage with my disintegrates...it's rough enough when mobs & bosses are doing 600 damage with theirs.
This.
Elite Horoth's standard would become 1000 damage on a failed save if monsters have the old version of Maximize and Empower.
If they have the new version of those feats it would be 1300 damage average (the new version is better 'stand alone' but doesn't scale with gear or enhancements and so is broadly-speaking weaker for players)
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
They have the new version.
Paragon kobold shaman hit you for 700 damage with disintegrate.
(Epic elite, pretty fun.)
IMO they need to disable the caps on lvl6+ spells, and instead in-act reasonable caster levels on epic enemies.
The CR50+ enemies we are facing on epic elite SHOULD utter massacre us if they were truely level 50 casters. But they arent, they just are just boosted enemies. Reaslitcily since every caster since to has pretty decent melee abilities too, they are more like ftr30/sor20 builds that took toughness for every bonus feat.
They should do this:
Hardcap monsters caster levels based on rank/diff:
Epic casual: Max CL20 for:
trash/yellow/orange
Max 21 for red
Max 22 for purple (tho there are no purps in epic casual quests i can think of)
Epic norm:
Max CL22 for:
trash/yellow/orange
Max 23 for red
Max 25 for purple
Epic hard:
Max CL23 for:
trash/yellow/orange
Max 24 for red
Max 26 for purple
Epic elite:
Max CL24 for:
trash/yellow
Max CL26 for orange
Max CL28 for red
Max CL30 for purple (tho should be done on a case-by-case basis since they're arent many)
That would fix the lack of progression on players, keep monsters at reasonable numbers, and not need any lengthy quest specific changes.
Tho id actaully return max/emp to their 50/100 values too if they did that, to keep both player and monster damage at reasonable levels, that scaled better with CL.
Last edited by Shade; 06-08-2012 at 03:02 AM.
Proper caster levels for enemies and fewer caps on spells would improve things a lot, in my opinion. Player-cast Dispels should have a chance of working and being useful, and having a broader range of spells benefit from extra caster level would make a lot of sense and open up a lot of options.
This makes me think the Maximize/Empower changes will break the Shroud on Normal, the Reaver on Elite, TOD on Normal, and random other things too. Epic Normal Lailat is silly, with devastating Cometfalls and melee attacks that hardly tickle.
Really mobs should lose those feats and get given a carefully chosen amount of spellpower instead.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Shroud i dont think so. DBF and swarm arent that bad.. Cast some mass prots lazy casters.
Reaver: Ya prolly if ur talking at-lvl. With endgame players - not really. I think whats broken here is the fact a raid that has good endgame loot is freakin CR14 tho. Should be rebalanced for 25s. Low lvls dont know how to raid, and dont need to know.
Ditto on ToD.
Yeah, this is the thing that bugs me about their auto-scaling the most.
In the core game, different typed monsters have different characteristics ... attacks, saves, special abilities, etc. Some scale directly with HD, others don't. Improving a vermin's CR by one essentially adds a mess of hit dice - hit points and some HD driven characteristics. Improving a demon who casts as a 17th level wizard by the same "CR" doesn't scale the attack, HD, saves the same as the vermin ... but in DDO it does. CL isn't supposed to scale linearly with CR, etc.
This is why in DDO high level mobs start to look like more and more different skins on similar piles of HP, AC, attacks, saves, etc.
Ghallanda - now with fewer alts and more ghostbane
EU player --> think about it when u want to trade with me
thats true but dont forget they also check reflex save which is usualy lower than fort save on most targets and disintegrate is single target spell. additionaly if u want to get higher dc on disintegrate and probably flesh to stone u would have to specialize in transmutation instead of evocation/conjuration where u boost much more aoe spells.
so u can either use universal single target spell (probably good for wizards) or pick up 1 element (thats the sorc option) and get uber aoe dmg which can be useless when u find something immune to this element but then u can use different elements because u have other spells too... seems fair to me especialy with new "hard to kill or haunting" concept
EU player --> think about it when u want to trade with me
Dragonhide is tempting to twist of fate, 3 ranks = no more auto fail on one for fort saves....(and +6 fort save) now you only have to worry about the damage on saves unless you got a low fort save.