I hope this applies to madstone rage and remove paralysis potions as well.
-Valok of Khyber, The Free Companions
Still furious about the horrendous CS mismanagement of the so-called Abbot timer "exploit," and not going to let anyone forget it.
Your form of balancing is assuming all players are going to play elves, have +6 gear, and twinked out to all get out. This penalizes players, and really hurts new comers to the game.
My form of balancing is based on base weapons only.
Longbow d8 x3 on 20
heavy crossbow d8 (or is it d10?) x2 on 19-20
heavy repeater, same as heavy crossbow.
At low levels, heavy repeaters out do bow and xbow. At high levels a bow does not out do a repeater. 1d8+ 2 or 3 str, or 3d8. Which is better damage for the same time frame?
A bow is NOT more powerful than a repeater. That is the bottom line. Any character can be twinked to make it more powerful than base, but have a look. The character geared themself to be that way.
Slso, have you done any actual testing yet with the changes to ranged attack? If so, lets see the data please. I know I have not done any timing myself nor have I seen any one post gathered data. The only timing I've seen done so far has been melee.
A bow should "out do" a repeater at high levels. Bows take years to master, Repeaters can be used by any Joe Schmoe with 2 hands. And that was the old model. Repeater RoF capped early on, so it was a huge boost for L1-6. Then at L7+, repeaters were less desirable. This new model with Repeaters scaling higher than 1H melee (and double the RoF of bows/crossbows/thrown) is ridiculous.
Side Note: I really liked the old system. Repeaters should, for the most part, be static Rate of Fire; increasable with 2 feats. One for faster target acquisition (Rapid Shot), one for faster reloading of a new magazine (Rapid Reload). But, the bolts can only fall from the magazine into the crossbow at the speed of gravity and the mechanized reload can only work so fast. So, RoF should not change with BAB.
A repeater requires the prof feat, rapid shot, rapid reload, and IC Ranged plus you could take other feats as well. That is a considerable investment that is comparable to someone who uses a bow. So, no I reject your OPINION that bow should out do a repeater at high level, and again I couldn't care less about real life arguements about bow mastery versus firing a repeating crossbow. It's a game and should be balanced as such.
Either fighting with a repeater, thrown weapons, and bows are viable alternatives to melee from 1-20 or they are worthless. If you want to make the game more interesting for different people to play then they should all scale appropriately so they are viable forms of fighting at all levels.
Only +2 or +3 from strength are you serious? Forget what the game does now I already showed you the numbers to make them even assuming a +7 strength mod which is hardly unfair.
There are no changes to rate of fire for bows that has also been said already, it is about 50% of melee speed.
At a minimum repeating crossbows, thrown weapons, and bows should be about 85% of melee speed, depending on how balancing goes. I personally think that repeaters would need a little more boost than that given more feats affect bows, more enhancements affect bows, and strength affects bows. To ignore that is silly...
Last edited by EinarMal; 02-08-2008 at 01:27 PM.
SLOW IS BROKEN: The undead are not affected by the spell "Slow".
There's nothing that i saw under the description of the undead that would negate slowness.
The closest was immunity to fatigue and exhaustion, and immunity to paralisys.
Slow is neither fatigue, exhaustion, or a form of paralysis.
It's a transmutation effect, and requires a Will save.
Also confused.Slow is a transmutation and is primarily countered by Haste, another transmutation. Just because it has the added benefit of also being removed by Remove Paralysis doesn't mean it's a paralysis effect (magical paralysis is often an enchantment or necromancy). Remove Paralysis even says, "or related magic, including a Ghoul's Touch or a Slow spell."
Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
Landerghast 17 Human Kensai Blender
Wizards Handbook Vienemen's Vault
Luckily, Eladrin is still in the office to ask (I implement this stuff, but he makes the decisions as to what is the "right" thing to implement, or at least was around when those decisions got made). He explained that since remove paralysis explicitly removes paralysis "or related magic, including ... a slow spell", that slow is "related" to paralysis, and thus things that make you immune to paralysis should also make you immune to slow.
I'm certainly not going to claim this is obvious or anything -- it's more that we need to draw the line somewhere on all the special cases that abound in the PnP rules, so at some point, if it quacks like a duck, we just start treating it like a duck. So, slow is cured by remove paralysis, and by analogy you are immune to it if you are immune to paralysis, so poof, it's in the "paralysis" bucket, and I start answering questions about it with "yep, it's in the paralysis category".
Wow, I just went back to check the spreadsheet and there are a LOT of edits by both Codog and DeadlyGazebo in the new Spreadsheet! I apologize for not paying attention to it, as I have been working with the DDO Wiki team recently, and the new crafting stuff has been driving me nutz!
I don't have a detailed list of the changes yet, but I will try to post them on Monday.
In the interim, I have updated all the Dev Comments so the old ones are in BLUE, and all the new comments are in RED.
Some great new stuff in there... I guess now that Mod 6 is out, there is time for more feedback. This also means that next week I will need to do some massive updates, as I kinda stopped updating the sheet a few weeks ago (sorry again). But I'll get the major points into the spreadsheet next week (I work on it at work!)
Anyways, just thought I'd let everyone know, and here's the link again: http://spreadsheets.google.com/pub?k...InZyyID3g553Mg
Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
Founder: Guild of Amber (Mabar/Argo)
Now Living on Orien
Before jumping the gun, how big of a change would this actually end up being if it was to be changed? Cause quite frankly, if it is a huge investment, I would rather you all doin something more constructive...even if it isnt a paralysis.
I dont expect an answer but will assume this would take significant time to do and would rather move on to more constructive fixes.
Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
Landerghast 17 Human Kensai Blender
Wizards Handbook Vienemen's Vault
"Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
Release your inner dwarf. Then get him some ale!
Yeah this one is quacking a whole lot like a Transmutation that undead shouldn't be immune to.
Using this logic Freedom of Movement also protects against paralysis, Slow, and Web spells. Does that mean Undead should now be immune to Web spells? Of course not!
This needs to be undone. Slow is no more a paralysis effect than haste is an anti paralysis affect. Haste does not counter any paralysis effect save for slow. However, slow is countered by anti paralsysis effects.
See how it just don't fit?
In this case, you'd do well to repeal the rule on this and make it a non paralysis effect.