It does read as 1.6 in GTHF Feat and nothing is mentioned in the PTHF Feat so its the same.
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It does read as 1.6 in GTHF Feat and nothing is mentioned in the PTHF Feat so its the same.
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While leveling THF isn't that great compared to spell damage, can you push the nerf to legendary itemization at 28-9 by instead reducing THF weighted dice to match TWF and SWF weighted dice? Eg 2d6+6 Raid Greatsword becomes 2d6+3. At Keen 7[W] weapons + Dance of Flowers + Misc bonuses this will take off about the same amount of damage as a .5 stat reduction, but at a better place for melee vs. caster balance.
THF gets lots of hits AoE, while TWF and SWF get lots of hits more focused, so it doesn't make sense why THF has better end game weighted dice scaling. I'll admit THF is far better than swashbuckling while leveling, by about 2x, but swashbuckling is terribad.
I really like the wolf form PNF, since it will allow dropping EDF to actually cast druid heals on party members and playing a druid as a druid. Can we get the spell auto-crit every 20 seconds on bears too? It would make playing a bear as a druid instead of barbarian more reasonable. And as THF, move the nerf to raid weighted weapons.
Plus new players don't seem to need the nerf as much as veterans with BiS raid gear.
Between Dire Charge increasing trash dps by 60% and +60 damage from weighted 29 weapons increasing dps by 25%, the multiplied increase in melee output at level 29 of 1.6x1.25 = 2x damage is causing you not to be able to balance melee against casters across levels. Any reasonable chance to instead chip away at this level 29 melee power spike seems better for overall balance.
Last edited by Tilomere; 02-09-2021 at 11:44 PM.
Community Member
Melee artificer builds are not going to be particularly concerned with offensive spell criticals, it would be better to have this feat improve the DC associated with weapon proc saves belonging to whatever weapon is equipped, or proc chance even. Another thing is, you could have this feat make the new soulgem creating legendary runearm actually create soulgems half as frequent as the heroic version does as right now it feels like it is limited to about one soulgem per hour of use.....
A thing I have been suggesting for a while now is to bundle Bastard Sword and Dwarven War axe proficiency for artificers under "Hand And A Half Weapons" as a single feat.
I'm assuming this increases your ability score modifier to damage by 25% when Two Handed Fighting, right?
Or is it like "perfect two weapon fighting" where it benefits everyone (which makes it a fine feat, just the name isn't the best). In that case it'd be a huge boost to, say, TWF also. Please clarify if you want feedback on balance because these things can impact a lot.
Under the assumption is benefits only the "Two Weapon Fighting Style": If I understand correctly, a Bastard Sword user with nothing in the offhand will count as Two Handed Fighting (even without the feat line).
So it'll get 2.35x Ability Mod with the following feats:
base (110%)
SWF
iSWF (+25%)
gSWF (+25%)
Offhand Versatility (+25%)
perfectSWF (+25%)
perfectTHF (+25%)
It'd have just 50% strikethrough though (20% base and 30% perfect THF)
Correct?
I'm still trying to wrap my head around bear form with and without shield, and wolf form with and without...
Last edited by Rull; 02-10-2021 at 01:05 AM.
A shame about the nerf to 2hf but understandable considering it was making that style the optimum single target as well as multi-target dps option.
Offhand versatility looks like it'll be really nice for a number of builds, though will that auto-crit be expended only on a triggered spell or will it also apply to ongoing effects like auras? Otherwise the healing/repair/death auras will end up eating it up when you might want to take advantage of a guaranteed thunderstroke crit for example.
Perfect natural fighting is interesting.. I use sword & board approach on my bear so won't bother taking it on that one, though having it include the HP bonus certainly makes it a good choice for wolves.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
50% reduction on thf doesn't SOUND that bad, assuming that's what it actually winds up as. But again, this whole nerf thing is ridiculous. The whole REASON 2hf wound up being so strong is because everyone hated strikethrough when it was first on lammania. After multiple changes the increased ability modifier was how they balanced out the lesser AoE (and when it didn't really work with special attacks).
People need to remember that not everyone parks at lv 30 with their 500 past lives/100 reaper point characters. Try to think of some of these changes affecting people as they level and not just what it means at cap.
Mains - Messam, Indalecio, Mozenrath, Quackerjack.
It depends on the difficulty, really. Casters really shine in low reapers but in mid to high reapers (which is what a lot of people like to play the most) casters can't even compare to THF builds. Alchemists could, but they're getting nerfed into the ground. I actually feel this was a good nerf for THF. We suspected we were going to get hit with one and were praying it wouldn't be too bad. I think THF is still the #1 melee style even after this nerf, just not by as large of a margin. Compared to the nerfs to some spells and spell power gear, this was nothing.
Princze/Dazneus of Cannith
I think Bucklers were intentionally left out of this because the reward for using a buckler are that stats you get from that buckler, rather than nothing from an empty second hand. This way there would be more diversity since you get to choose between the extra 25% ability mod to damage or the abilities you get from a buckler. Yeah, I would have liked to get extra buffs for my Swashbuckling but I do follow the logic of why it doesn't work like that.
Princze/Dazneus of Cannith
This seems not to be the case.
Tested on Lammania 2021-02-10T12:16:37Z
naked character, cormyrian knight training using charisma for damage.
Weilding longsword, and nothing in offhand
When looking at the Details section of the inventory, after closing-reopening:
with SWF, iSWF, gSWF:
40 Charisma (+15 mod): 58dmg
80 Charisma (+35 mod): 88dmg (wearing gear with just 40 charisma, no deadly)
with SWF, iSWF, gSWF AND Offhand Versatility:
40 Charisma (+15 mod): 58dmg
80 Charisma (+35 mod): 88dmg (wearing gear with just 40 charisma, no deadly)
When adding 40 charisma (20 mod), instead of the expected difference of 35 damage (x1.75), the difference is just 30 damage (x1.5). And as you can see the numbers are wrong to begin with, taking or dropping "Offhand Versatility" changed nothing in terms of damage
Dennis the Peasant: Listen. Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
Actually all twohanders seem to be broken in general. Without feats they should still give 1.5x, but it gives only 1x.
What a mess
Well, it's nice to see the proposed change, but currently playing on lammania to get a feel for the new numbers is only going to give false feedback.
It's not a 50% reduction on THF. It's a 16.6% reduction of base stat (which in itself is maybe 30-40% of damage source). This is actually an incredibly smart adjustment. Primarily, this will affect overloaded characters whose stat is 100. Those whose stat is 50 will barely notice any change.
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