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  1. #3081
    Community Member Naso24's Avatar
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    I have a suggestion for http://spreadsheets.google.com/pub?k...cCEpCaYg&gid=8 and the other websites tracking (and a request for all the weapon builders).

    1) Add a column to the right of the table listing the proc rate.

    2) Test the weapons and items for 1000 hits. Provide the results based on (% chance, % on crit).

    3) For items that have a lasting effect, record or approximate the duration.

    If anybody needs a character to beat on in the taverns on Ghallanda, I'd be happy to volunteer. Many thanks to the pioneers in building and the people who put these excellent archives together.
    Margolie L16 Wizard Beaar L16 Fighter14-Rogue2 Beaaar L16 Cleric Gwynneth L14 Paladin10-Cleric3-Sorc1 Relle L16 Ranger15-Rogue1 Aluzia L7 Bard Bareskin Rugg L16 Ranger2-Monk2-Fighter2 Manbearpigg L12 Cleric10-Monk2

  2. #3082
    Founder LeLoric's Avatar
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    Sorry to be slightly off topic but dont think this was cleared up earlier.

    Pit Fiend acid resist appears to be around 20.

    On a regular acid fog with my light/acid specced wiz with a sup pot item for the fog i get numbers avg of about 15-20.

    On a crit fog I get about 80 my crit multiplier is at 2x. So 80/2 should be 40 on a regular but getting 20 leads me to a resist of 20.

    Also in response to the multiple weapn dmg on athe same item each effect is treated seperately even the regular d6 and the d10's of a burst effect of any weapon have always been treated seperately. Basically if your floating dmg reads as base+x+y each individual add on is treated seperately.
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  3. #3083
    Community Member gpk's Avatar
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    Slightly OT, but does anyone else suspect blindness on radiance2 crits will be given a save?

  4. #3084
    Community Member Agarwaen's Avatar
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    Quote Originally Posted by gpk View Post
    Slightly OT, but does anyone else suspect blindness on radiance2 crits will be given a save?
    Just my worthless two cents, but my guess is not in the next mod. The reason I think not is because the weekly Dev notes lists a change to Sirocco (going from blind on hit to blind on crit) but doesn't mention a save. If Sirocco isn't getting a saving throw nerf, it seems likely that Radiance II won't either. A couple of my guildies, however, think both Lightning and Radiance are going to be nerfed.

    All I know is if the only item that has some sweet Roguey goodness is the one to get nerfed, I will be one unhappy camper. If the devs make any changes to the raid loot, I'm hoping it will be to make the weenie effects like concordant opposition a bit better and to add more crafting options. It wouldn't take too many loot nerfs before we would hear our footsteps echo through the shroud like we currently do over in the abbot raid.
    Thelanis: Mithran, Mithrana, Aggrond, Arcanned, Ainadan, and others

  5. #3085
    Stormreach Advisor
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    Quote Originally Posted by Raidon View Post
    I'm sorry i just dont see it , 1-2% proc of 600 damage = 6-9 extra shock damage a hit.

    even elemental mastery does 1d6-4d6 75% of the time = around 18 damage a hit.

    Steam hits often for 2d8+8 extra damage, and salt does around 20 irresistable damage a hit on average.

    ALL tier three bonus enchantments are good, especially when u look at the weapon / accessory IN TOTAL.

    The best thing with crafting is that you can make something that actually fits in with your character, and their other gear

    P.S the proper translation for Eladrins comment re: dust II is - it should have worked i am investigating it.

    Please for everyone whining about balance, notice a few things.

    1) Raidon's post...it's true.
    2) You can craft whatever you want. If you think lightning II is the most powerful, THEN CRAFT ONE!
    3) All the items are situational. If all you care about is 1 quest (most likely the shroud) then craft an item you think would perform best in the shroud.

    So please stop whining! All the items have a purpose. If you aren't iterested in one of the effects, move on. That's the beauty of crafting, there will always be something for everyone. Everything will not be custom built for your character.
    Argonnessen | Legendary Knights of Mabar | Couresan | Courage | Plat | Torgo

  6. #3086
    Founder Aesop's Avatar
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    Quote Originally Posted by oronisi View Post
    Please for everyone whining about balance, notice a few things.

    1) Raidon's post...it's true.
    2) You can craft whatever you want. If you think lightning II is the most powerful, THEN CRAFT ONE!
    3) All the items are situational. If all you care about is 1 quest (most likely the shroud) then craft an item you think would perform best in the shroud.

    So please stop whining! All the items have a purpose. If you aren't iterested in one of the effects, move on. That's the beauty of crafting, there will always be something for everyone. Everything will not be custom built for your character.


    Oddly enough the item I want to make wouldn't necessarily be best for the shroud... as I'm going for Radiance and the Flaming aspects really wouldn't work there... but the blindness might and for a rogue that's just awesome

    I was vaguely considering a Mineral run ... but I'll save that for when my Tempest gets there

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
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  7. #3087
    Community Member Rafal's Avatar
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    Post What khopesh?

    I would like to create a transmuting khopesh but I think good burst could be better then acid burst. What do you think about going EDM +DM (EDM +DM) instead of +DM EDM (EDM +DM) like here?




    Do you think it could give more universal damage then acid burst? Would it even work or I am missing something from a crafting process? Any other ideas to make a Good Burst without acid but with something more useful?


  8. #3088
    Hatchery Founder Glenalth's Avatar
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    Quote Originally Posted by Rafal View Post
    I would like to create a transmuting khopesh but I think good burst could be better then acid burst. What do you think about going EDM +DM (EDM +DM) instead of +DM EDM (EDM +DM) like here?

    Do you think it could give more universal damage then acid burst? Would it even work or I am missing something from a crafting process? Any other ideas to make a Good Burst without acid but with something more useful?
    You would lose Holy and have Acid instead. So you would be giving up d6 on every hit (vs evil anyway) for the potential of a couple more points of damage on each crit.
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  9. #3089
    Community Member Zaodon's Avatar
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    Quote Originally Posted by Glenalth View Post
    You would lose Holy and have Acid instead. So you would be giving up d6 on every hit (vs evil anyway) for the potential of a couple more points of damage on each crit.
    Good Burst = 1d6/hit on non-good targets, +3d6 for x2 Multiplier, +4d6 for x3, +5d6 for x4 on crit.
    Acid Burst = 1d6/hit acid, +1d10 for x2 Multiplier, +2d10 for x3, +3d10 for x4 on crit

    Good.....Acid
    3-18 vs 1-10 : avg 10.5 vs avg 5.5
    4-24 vs 2-20 : avg 14 vs avg 11
    5-30 vs 3-30 : avg 17.5 vs avg 16.5

    Acid+Good = 2d6 all the time (not counting things that are acid resistant)
    Holy+Acid = 3d6 (evil) or 1d6 (non-evil) (not counting things that are acid resistant)

    Note: more monsters have some amount of Acid Resist than have Immunity to Good damage.
    Last edited by Zaodon; 03-21-2008 at 11:31 AM.

  10. #3090
    Community Member Rafal's Avatar
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    Well, holy does 2d6 to evil all the time. Good burst for khopesh gives 1d6 on a normal hit and extra 4d6 on crit (with 15-20 range) to all non good (means to more creatures then holy). Do you think holy is still worth more then this?


  11. #3091
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Zaodon View Post
    Acid Burst = 1d6/hit acid, +1d10 for x2 Multiplier, +2d10 for x3, +3d10 for x4 on crit
    Good Burst = 1d6/hit on non-good targets, +3d6 for x2 Multiplier, +4d6 for x3, +5d6 for x4 on crit.

    3-18 vs 1-10 : avg 9.5 vs avg 5
    4-24 vs 2-20 : avg 14 vs avg 11
    5-30 vs 3-30 : avg 16.5 vs avg 16.5

    Holy+Acid = 3d6 (evil) or 1d6 (non-evil) (not counting things that are acid resistant)
    Acid+Good = 2d6 all the time (not counting things that are acid resistant)
    the average of the x4 crits is wrong, Add the average of all the dice together, and it will always be accurate. 3.5x5=16.5, 5.5x3=15.5.

    the pure good burst is better damage on average because of more dice. just like 4d6 is better then 3d8, even though they have the same max.

    Though yea, holy is going to give even out the two, against evil mobs atleast....though acid resistance is pretty prevelent throughout the current content.
    Aundair, New Khyber
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  12. #3092
    Community Member Zaodon's Avatar
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    Quote Originally Posted by nbhs275 View Post
    the average of the x4 crits is wrong, Add the average of all the dice together, and it will always be accurate. 3.5x5=16.5, 5.5x3=15.5.

    the pure good burst is better damage on average because of more dice. just like 4d6 is better then 3d8, even though they have the same max.

    Though yea, holy is going to give even out the two, against evil mobs atleast....though acid resistance is pretty prevelent throughout the current content.
    I'm pretty sure 5.5 x 3 = 16.5.


    edit: but I did find other math errors. Fixed.
    Last edited by Zaodon; 03-21-2008 at 11:12 AM.

  13. #3093
    Community Member Rafal's Avatar
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    Quote Originally Posted by Zaodon View Post
    edit: but I did find other math errors. Fixed.
    I think your calculations are a bit generic. What about assuming it's a khopesh (x3 on crit) and with a feat to make a crit range 17-20? Wouldn't it make good burst looking a bit better?


  14. #3094
    Community Member Zaodon's Avatar
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    Quote Originally Posted by Rafal View Post
    I think your calculations are a bit generic. What about assuming it's a khopesh (x3 on crit) and with a feat to make a crit range 17-20? Wouldn't it make good burst looking a bit better?
    Actually, if you look at my numbers, Good Burst is best at x2 (+5 damage on avg), decent at x3 (+3 damage on avg) and minorly better at x4 (+1 damage on avg).

    Plus, its better because fewer things in the game have Immunity to Good than have Acid Resist.

  15. #3095

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    Trying to figure out how to get exceptional Int +1 and +2 with concordant opposition...

    Pos/eth/esc tier 1 gives +6 cha

    neg/eth/esc tier 2 gives +1 exceptional Int and existential stalemate 1 (+6 wis, +10 haggle and diplo)

    dual shard Neg+Pos eth/esc tier 3 would have Pos dominate and give me +2 exceptional cha instead of Int like I want.

    Are wizards screwed getting exceptional int +3 and a dual shard concordant opposition on a weapon?
    Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
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  16. #3096

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    Quote Originally Posted by Vienemen View Post
    Are wizards screwed getting exceptional int +3 and a dual shard concordant opposition on a weapon?
    Unless there's a way to swap the "dominant focus" that we haven't figured out yet.
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  17. #3097

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    Bummer...not even sure if there is anything else useful to pick from if thats the case for a wiz.

    Edit: actually I cant get any dual shard combo on my weapon and keep the +2 exceptional int...how did wizards get the short end of the stick here?
    Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
    Landerghast 17 Human Kensai Blender
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  18. #3098
    Community Member Desteria's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Unless there's a way to swap the "dominant focus" that we haven't figured out yet.
    I had a thought on this that i'm purty shure i havent sene any oen try yet, I will try it my self IF/when i make soemthign i dont care wich is dominet on, liek say the +4 ac one ...
    Anyway i was thinking durign the 2 shard combine try addign a gem of oppition to it to reverse the dominence, there is a lot of logic to this and woudl open up versitility to the craftign system that is lackign a bit atm for the dule combos, I knwo i have some guys that willbe choseing to NOT properly upgrade soem items because the cost of 12 extra large combined with getitng a elmet that i don't really want + the some what underwelming nature, (imo i perfer perm effects to very rare procs or mostly lame clickys, I wanted tier 2 or 3 air to give Featherfallign dang it), of tier 3 powers, take away the getting the wrong element and I'll do every tier 3 as a dule shard.
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  19. #3099

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    nm, I can just use fire instead of negative for exceptional Int...<doh>

    Could add 20&#37; blur I guess to the weapon. Water+Fire+(Fire+Air) Should give me +6 wis, +1 exceptional int (tempered I), +2 exceptional int and smoke II as long as I dont need smoke I to start with.
    Last edited by Vienemen; 03-21-2008 at 01:12 PM.
    Vienemen 17 Human ArchWizard, 28 pt build approaching 3000 Flava
    Landerghast 17 Human Kensai Blender
    Wizards Handbook Vienemen's Vault

  20. #3100
    Community Member Zaodon's Avatar
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    Quote Originally Posted by Vienemen View Post
    nm, I can just use fire instead of negative for exceptional Int...<doh>

    Could add 20% blur I guess to the weapon. Water+Fire+(Fire+Air) Should give me +6 wis, +1 exceptional int (tempered I), +2 exceptional int and smoke II as long as I dont need smoke I to start with.
    You will not get Smoke II.

    You can only get Smoke II if your weapon has Smoke I.

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