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  1. #21
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    A better solution is to change Celestia so that it ignores added damage types. This is for 2 reasons: the first and most important is that it addresses other current or future abilities (see Gird Against Demons from FotW) and future proofs Celestia. The second reason is part of the reason the warpriest ability was added as it is, is that the stacking enhancement modifier will increase your implement bonus for spell casting. While I doubt many people use this it should still be preserved.
    I agree totally, sadly I don't think it's possible for the devs to code celestia in such a manner.

    My bandaid solution though did address the implement bonus.

  2. #22
    Community Member Powerhungry's Avatar
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    Default Breaking Celestia?

    Does the ED Feat Pierce Damage Reduction "x" break Celestia?

  3. #23
    Community Member Munkenmo's Avatar
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    yep.

  4. #24
    Community Member Munkenmo's Avatar
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    Still not fixed or even addressed.

    Seriously dissappointing, given that post 2 provides a decent workaround.

  5. #25
    Community Member J1NG's Avatar
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    I have a sneaky suspicion that there's more than meets the eye at coding level. Much like how Celestia is using an Energy Type for damage to bypass DR on weapons that were designed to use Physical Type only when developed.

    Turbine probably wants to hold off any changes suggested until they work on that original overhaul of the damage mechanic Feather mentioned a long while ago (which supposedly will fix everything and open up new possibilities as well). Hence why it's not been altered.

    J1NG
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  6. #26
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    Maybe they can give the Celestia additional hidden and not displayed damage types - metalline and aligned. May not cover everything when it is being used with Warpriest, etc. But better than the current state.
    Varz
    Wanderlust

  7. #27
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    Default Not victimless

    There are builds that would be harmed greatly by changing this enhancement.

    Turbine has a record of nerfing certain builds by altering text or overall mechanics rather than taking the time and effort to fix the specific root of the problems causing bugs with certain weapons or weapon types. This is not acceptable.

    In this case they need to change how alternate weapon damage types i.e. fire or light or whatever are affected by layering additional damage types on them, this and only this needs to be changed, otherwise they will nerf some existing builds and this bug will resurface over and over in the future, much like the continueing handwrap problems, bandaids are not the answer and a massive amount of future dev time is eaten up by using them.

  8. #28
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    /NOW LIVE!


    Celestia is the only weapon in the game that is:

    1. Finessable (I.E. Swashbuckable)

    and

    2. Usable as favor weapon by clerics.

    and

    3. Worth using in the first place.

    Yet, sadly, tier 2 /lvl 3) core of new bard tree, the swashbuckling, breaks it.

    Any chance you DEVS can change the bonus type given by trees in the way that was sugested in this thread?
    Quote Originally Posted by bartharok View Post
    Its also a hireling, it needs buffs to figure out what end the food goes in.
    Quote Originally Posted by FranOhmsford View Post
    Oh and Lol - Fortitude 57, Reflex 64, Will 55 {Godlike Saves!}.
    Quote Originally Posted by VCB View Post
    There are players that I wish could be improved to the point of being a hire.

  9. #29
    Community Member redoubt's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Devs:

    Please could you change all favored weapons enhancements to:
    +1 to hit / damage and +3 universal spell power when your favored weapon is equipped.

    It will give the exact same bonuses as now, without breaking celestia's (and also flameblades)


    Thanks
    I like your fixes to the weapon enhancements. There is one in Unyielding Sentinal as well. Could work the same way.

    Could also have a 1d10 green augment of light damage. (Just light.)

  10. #30
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    Default Workarounds are useful.

    Quote Originally Posted by fTdOmen View Post
    Devs:

    Please could you change all favored weapons enhancements to:
    +1 to hit / damage and +3 universal spell power when your favored weapon is equipped.

    It will give the exact same bonuses as now, without breaking celestia's (and also flameblades)


    Thanks
    I think this is a great idea personally, but if this causing some unforeseen problem that breaks things, my first thought was adding "DR/Light" to all DRs in game, so a Dryad for example would have "DR/20 Cold Iron or Light". Seems like a good idea in my head but then I thought about this changing light to a physical damage type, possibly allowing it to benefit from light and force spell power, which doesn't seem like a good idea.

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