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  1. #1
    Community Member Jomee's Avatar
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    Default Base Attack Bonus is now capped at 25

    Do this also cap the enhancements and abilities which make your BAB equal to your character level?

  2. #2
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    Quote Originally Posted by Jomee View Post
    Do this also cap the enhancements and abilities which make your BAB equal to your character level?
    Yes.

  3. #3
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    So melees just went from bad to worse?

    Guess I've got TWO characters to fully re-spec now -_-

  4. #4
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    Quote Originally Posted by Jomee View Post
    Do this also cap the enhancements and abilities which make your BAB equal to your character level?
    That indeed was the whole point of the change. Making it so scrolling Tenser's wasnt de facto required for all melee to get 30 BAB

  5. #5
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    Default So I was told.

    Far as the one dev explained it there is no benefit past 25 BaB so this change is more like a bug fix than anything else.

  6. #6
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by Rexis View Post
    Far as the one dev explained it there is no benefit past 25 BaB so this change is more like a bug fix than anything else.
    It's +5 more to hit, so I wouldn't say there was NO benefit.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  7. #7
    Community Member Jomee's Avatar
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    Quote Originally Posted by Rexis View Post
    Far as the one dev explained it there is no benefit past 25 BaB so this change is more like a bug fix than anything else.
    Now you'll start landing more grazing hits.

  8. #8
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    BAB is supposed to cap at level 20 for +20, so you're still doing better than you should be.

  9. #9
    Community Member Knightrose's Avatar
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    A fundamental flaw exists with balancing magic and melee even within 3.5 P&P. For example it was always a mistake to give the best crowd control to casters. Since, their damage output is always leaps ahead of melee or ranged.

    Melee CC has received some buffing in DDO (by comparison) but it's still not enough. It doesn't compare at all with the free flow of casting. Part of the overpower in casting is that it is a machine gun with endless bullets. Spell Points should emulate Spells Per Day but they don't. Instead it's more like 'Spells For Days' because there really isn't any reason to require resting. Not if one prepares or has a healthy amount of Past Lives and gear. As well, resting is made easy so even then the resource is technically infinite.

    I think the steps they should take to help level the playing field between mundane and magic is conceptual. Melee should have the highest critical damage in the game. Period. Not ranged and not casting. Melee gives up the most in order to be affective. It gives up time, distance and HP. It can not kite. It HAS to take the punches or attempt to avoid them for the longest parts of any encounter. Where as Ranged and Magic generally operate as a moving turret. Often never encountering real threat because enemies are removed before they themselves can close distance to target. Time on target is another issue. Melee requires the most time on target to be affective. Has the most difficult effort to accomplish this and then delivers the lowest outcome. The concepts here are simple math and logic. Melee damage needs to be more spikey or melee CC needs to be the best in game. Trip. Sunder, Knockdown and Stun should possibly be procs for ANY melee swing. Call it "Grapple" on the character sheet? Regardless of build but increased by melee stats like BAB, STR, DEX and CON. Rather than activated abilities that interrupt flow and even lower DPS. This would introduce Trip, Stun, Knockdown and Sunder into cleaves which is sorely lacking for melee CC. If going the CC route I would always redesign Hamstring as a Pin. Rather than the Slow Movement effect it has now. Running in with a Great Cleave, pinning most of my enemies and then hacking away at them would definitely level the playing field. Having Sunder as a proc would also make melees more desirable for boss fights in Raids.
    Last edited by Knightrose; 09-02-2022 at 12:37 PM.
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  10. #10
    Community Member Yamani's Avatar
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    Quote Originally Posted by Arkat View Post
    It's +5 more to hit, so I wouldn't say there was NO benefit.
    +7* lvl 32...
    Also for armor you get PRR dependent on type: for example heavy armor is 2 * BAB to PRR.
    Bows got Ranged power and doubleshot at 1.5x rate as a way to balance between bows and throwing.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  11. #11
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by Yamani View Post
    +7* lvl 32...
    Also for armor you get PRR dependent on type: for example heavy armor is 2 * BAB to PRR.
    Bows got Ranged power and doubleshot at 1.5x rate as a way to balance between bows and throwing.
    Thanks for the correction.

    I guess I'm still having trouble adjusting to the fact that the level cap is now 32.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  12. #12
    Community Member SoVeryBelgian's Avatar
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    I guess it's a good thing I don't play at cap much lol.
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