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  1. #1
    The Mad Multiclasser Failedlegend's Avatar
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    Default Lower the reqs for racial damage stat modifiers

    Currently getting the racial stat modifiers to their iconic weapons has a HUGE AP cost making it prohibitive to most builds and makes it so there's a bunch of levels where your gimped. PDK of course does not follow this trend and actually makes it a popular Sorc or Bard race for the melee inclined so I'd say mix PDK and the line that Dwarves/Elves have.

    Current

    Weapon Training -> Weapon Training -> Weapon Training -> Weapon Training v Stat change

    This is WAY too expensive at 2AP a pop and frankly extremely boring


    Proposed

    Stat Change 1AP -> Basic Weapon Training 1AP -> Advanced Weapon Training 1AP -> Weapon Mastery 2AP v Special Ability 2AP

    BWT and AWT are the same as the current weapon training (although +5% Attack/Damage would be a better) but make more sense to lead into weapon mastery which adds +1 threat range OR multiplier (depending on the weapon) culminating in a cool special ability

    So for example Dwarf would look like this

    TYWA -> Basic Pick/Hammer/Axe Training -> Advanced Pick/Hammer/Axe Training -> Pick/Hammer/Axe Mastery v Strong Grip

    Strong Grip - Grants a Special effect(s) to you Pick/Hammer/Axe

    Pick = Vorpal & Bloodletter
    Hammer = Dazing & Stunning
    Axe = Keen & Limb Chopper


    This still incentivizes going to the top tier due to the special ability and the crit range or multiplier but doesn't force some who to spend 20+ AP just to match the "minimum ap pre-req" stat mod change.


    Other possible special racial abilities

    Elf = Skill (duh :P)

    Halfing = "Trick shots" (Multi-selector: 1. Double Toss [Passive] - Throw two weapon per shot, 2. Trip Shot [Active] - make a trip attempt vs. target 10 + half level + Dex, 3. Sneaky Shot [Active] - Combines Bluff and a normal attack)
    Last edited by Failedlegend; 06-24-2014 at 08:22 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #2
    Community Member Emizand's Avatar
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    Quote Originally Posted by Failedlegend View Post

    Elf = Grace (duh :P)
    Whats your problem with Elf Grace? I use it. Elf ranager/rogue/cleric 18/1/1. Dex based, dual weilds scims and only uses shortbows. True its not optimal, but it gives me a toon I enjoy playing thats a bit different.

    Emi

    P.S. I didnt build for grace, but did want skill, so grace only cost me 2 AP, 2 AP well spent ;-)

  3. #3
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Emizand View Post
    Whats your problem with Elf Grace? I use it. Elf ranager/rogue/cleric 18/1/1. Dex based, dual weilds scims and only uses shortbows. True its not optimal, but it gives me a toon I enjoy playing thats a bit different.

    Emi

    P.S. I didnt build for grace, but did want skill, so grace only cost me 2 AP, 2 AP well spent ;-)
    Oh I meant no negativity I meant of course elves special ability is Skill since unlike other races they already have a sort of "capstone" to their weaponry line.

    Edit: Ah I see I said grace instead of skill...sorry typo...so yeah I just meant that there's no need to make an elven "speecial ability" since "Skill" already fufills that although I still want to change it to Grace -> Basic Weapon Training -> Advanced WT -> W Mastery v Skill.
    Last edited by Failedlegend; 06-24-2014 at 08:24 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  4. #4
    Community Member Emizand's Avatar
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    My bad, misread, just skimmed. Like the idea by the way (now i have read thouroghly).

  5. #5
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by Failedlegend View Post
    Currently getting the racial stat modifiers to their iconic weapons has a HUGE AP cost making it prohibitive to most builds and makes it so there's a bunch of levels where your gimped. PDK of course does not follow this trend and actually makes it a popular Sorc or Bard race for the melee inclined so I'd say mix PDK and the line that Dwarves/Elves have.

    Current

    Weapon Training -> Weapon Training -> Weapon Training -> Weapon Training v Stat change

    This is WAY too expensive at 2AP a pop and frankly extremely boring


    Proposed

    Stat Change 1AP -> Basic Weapon Training 1AP -> Advanced Weapon Training 1AP -> Weapon Mastery 2AP v Special Ability 2AP

    BWT and AWT are the same as the current weapon training (although +5% Attack/Damage would be a better) but make more sense to lead into weapon mastery which adds +1 threat range OR multiplier (depending on the weapon) culminating in a cool special ability

    So for example Dwarf would look like this

    TYWA -> Basic Pick/Hammer/Axe Training -> Advanced Pick/Hammer/Axe Training -> Pick/Hammer/Axe Mastery v Strong Grip

    Strong Grip - Grants a Special effect(s) to you Pick/Hammer/Axe

    Pick = Vorpal & Bloodletter
    Hammer = Dazing & Stunning
    Axe = Keen & Limb Chopper


    This still incentivizes going to the top tier due to the special ability and the crit range or multiplier but doesn't force some who to spend 20+ AP just to match the "minimum ap pre-req" stat mod change.


    Other possible special racial abilities

    Elf = Skill (duh :P)

    Halfing = "Trick shots" (Multi-selector: 1. Double Toss [Passive] - Throw two weapon per shot, 2. Trip Shot [Active] - make a trip attempt vs. target 10 + half level + Dex, 3. Sneaky Shot [Active] - Combines Bluff and a normal attack)
    I agree with:
    • Weapon training is underwhelming, boring and underpowered
    • Stat to damage effect should be tier 1
    • Additional special effect at tier 4
    • % based attack/damage increase instead of flat


    I do not agree with:
    • Lowering AP costs
    • Adding crit range/multiplier in addition to a special effect
    • The specifics of Strong grip


    I think the idea is great, but its just gone a bit to far into overpowered territory (+10% damage, x5 multiplier, vorpal/bloodletting picks is a bit too much). As a permanent effect I don't think it should be more powerful then the temporary 20% damage boosts available to human/bladeforge. I'd reign it back to something like:

    1) 2 AP - Dex to damage + full dex mod to offhand / Con to damage + half con mod as bonus to tactics DC
    2) 2 AP - +5% attack/damage
    3) 2 AP - +5% attack/damage
    4) 2 AP - +5% attack/damage
    4) 2 AP - Skill for elf / Something similar for dwarf (maybe +1[W] and 5 PRR)
    Thelanis

  6. #6
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    [*]The specifics of Strong grip
    What would be your version of Strong Grip?
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  7. #7
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by Failedlegend View Post
    What would be your version of Strong Grip?
    I just think your version of strong grip in addition to a crit range/multiplier would be too much. If you remove the crit effect, then your version of strong grip is great. If you keep the crit effect then I'd say just give it +1[W] and/or some other non-dps bonus like PRR, ac or tactics, similar to how Elf skill grants dodge.
    Thelanis

  8. #8
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    I just think your version of strong grip in addition to a crit range/multiplier would be too much. If you remove the crit effect, then your version of strong grip is great. If you keep the crit effect then I'd say just give it +1[W] and/or some other non-dps bonus like PRR, ac or tactics, similar to how Elf skill grants dodge.
    I'd be fine with dropping the crit modifier I quite like strong grip
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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