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Thread: Disintegrate

  1. #1
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    Default Disintegrate

    i would like to see max caster lvl removed from this spell since its not any elemental spell that could become overpowered on sorcerers
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    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.
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    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.

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    The Hatchery sirgog's Avatar
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    Quote Originally Posted by MrCow View Post
    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.
    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)
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    Community Member Shade's Avatar
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    Quote Originally Posted by sirgog View Post
    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)
    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.

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    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.

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    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Shade View Post
    They have the new version.

    Paragon kobold shaman hit you for 700 damage with disintegrate.

    (Epic elite, pretty fun.)
    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.
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  8. #8
    Community Member Shade's Avatar
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    Quote Originally Posted by sirgog View Post
    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.
    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.

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    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Shade View Post
    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.
    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.
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    Quote Originally Posted by Clatterfist View Post
    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.
    was actualy hoping for this too
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  11. #11
    Community Member Xalir's Avatar
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    Quote Originally Posted by Shade View Post
    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.
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    Community Member Ganolyn's Avatar
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    Quote Originally Posted by LiquidShadow View Post
    i would like to see max caster lvl removed from this spell since its not any elemental spell that could become overpowered on sorcerers

    Disintegrate can be boosted by Force line enhancements, so while not a savant or elemental spell, it can get pretty nasty right now.
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    Quote Originally Posted by Shade View Post
    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.
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    Quote Originally Posted by Ganolyn View Post
    Disintegrate can be boosted by Force line enhancements, so while not a savant or elemental spell, it can get pretty nasty right now.
    every elemental spells can be boosted by their respective enhancements lines too and additioanly by savants Pre and draconic incarnation destinies... so that was my point about disintegrate being less powerfull than elemental spells
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  15. #15
    Community Member Ganolyn's Avatar
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    Quote Originally Posted by LiquidShadow View Post
    every elemental spells can be boosted by their respective enhancements lines too and additioanly by savants Pre and draconic incarnation destinies... so that was my point about disintegrate being less powerfull than elemental spells
    Yes, but are there any immunities or resistances to it?
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    Quote Originally Posted by Ganolyn View Post
    Yes, but are there any immunities or resistances to it?
    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
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    Community Member Demsac's Avatar
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    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.

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