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Thread: 80d6+80? wow!

  1. #41
    Community Member Neouni's Avatar
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    Thought spike only does a 1d7+4 + artificer level at max charge (tier 2)
    OMG 1d7 that isn't even possible !, is it ?
    maybe it's 3d3+2 i've seen those dices.

  2. #42
    Hero Aashrym's Avatar
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    Quote Originally Posted by Failedlegend View Post
    You also lose tier 3 palemaster or tier 5 archmage.
    I was thinking archmage and didn't finish my thought on screen for the concept. Happens when it gets past my bedtime sometimes. I'm middle-aged and stuff.
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  3. #43
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    I'd guess 2d4+3

  4. #44
    Hero Gkar's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    And yet if dice notation was actually kept, we wouldn't have this issue. Proof once again.
    Yup, the die don't even seem to be availble on this item....

  5. #45
    Community Member Neouni's Avatar
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    Just for fun, try finding the dices on the other numbers, you can't make a straight progression of it it seems.

    3-6 1d4+2
    5-11 2d4+3
    6-16
    7-21
    8-26

  6. #46
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    Quote Originally Posted by Eladrin View Post
    Yes. (Technically it's the other way around - Max Tier sets the Imbue power. )

    Rune arms are non-ki items. Spinning, loud, distracting, magical vortex generators damage my calm.

    They can only be used with one handed items (as well as crossbows).


    That is correct at this time.
    But rage doesn't bother your calm?

  7. #47
    Community Member Avidus's Avatar
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    Quote Originally Posted by Neouni View Post
    Just for fun, try finding the dices on the other numbers, you can't make a straight progression of it it seems.

    3-6 1d4+2
    5-11 2d4+3
    6-16 5d3+1
    7-21 7d3
    8-26 6d4+2
    In Red

    Seems like those should be right.

    The progression is that the max damage increases by 5 each step while, with the exception of the step between tier 1 and 2(which increases by 2), the minimum damage only increases by 1. previous min +1 to previous max + 5 with step 2 being tier1 min+2 to tier1 max +5

    It would make more sense if tier 1 was 4-6 or 1d3+3 and tier2 3d3+2.
    Then you would have:
    4-6 1d3 + 3
    5-11 3d3 + 2
    6-16 5d3 + 1
    7-21 7d3
    8-26 9d3 -1

    This way the progression is instantly clear.
    Last edited by Avidus; 08-12-2011 at 01:06 PM. Reason: added stuff
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  8. #48
    Community Member Rodasch's Avatar
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    Quote Originally Posted by Eladrin View Post
    There are multiple force rune arms. Higher level ones have higher max charge tiers.
    The max charge should be put somewhere obvious and readily visible for each arm that does not go all the way to tier 5 to eliminate confusion and an influx of unnecessary bug reports (which clog the pipes and slow down real bug report resolution).

    For example: Put a field on Rune Arms called "Max charge level" in the decription right after "Feat Required: Rune arm use"
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  9. #49
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    Quote Originally Posted by Neouni View Post
    Thought spike only does a 1d7+4 + artificer level at max charge (tier 2)
    OMG 1d7 that isn't even possible !, is it ?
    maybe it's 3d3+2 i've seen those dices.
    roll 1d8, reroll on an 8, lrn 2 PnP n00bz j/k

  10. #50
    Community Member Rodasch's Avatar
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    Quote Originally Posted by Neouni View Post
    Thought spike only does a 1d7+4 + artificer level at max charge (tier 2)
    OMG 1d7 that isn't even possible !, is it ?
    maybe it's 3d3+2 i've seen those dices.
    2d4+3 = 5-11
    Ghallanda Server: Rodasch - GOOlock, Niccolina - Assassin, Jensu - Warlock Enlightened Spirit
    Quote Originally Posted by kuroi-koibito View Post
    I didn't have the heart to tell him he looked like a fat guy in a Godzilla suit.

  11. #51
    Community Member elraido's Avatar
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    Quote Originally Posted by Eladrin View Post
    Tier 5 on force rune arms is (8 to 26) base damage, with 1d6 per Artificer Level.

    (2d10+6) + 20d6.

    Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.
    Please, for the love of puppies and kittens put the dice notation into the item description. Because the one that is in there does not explain it nearly well enough.
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  12. #52
    Developer Eladrin's Avatar
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    There are two progressions. Elemental, and Force/Light.

    Elemental:
    Tier I: 2d4+2 + (1 per Artificer Level)
    Tier II: 2d6+3 + (1d2 per Artificer Level)
    Tier III: 2d8+4 + (1d4 per Artificer Level)
    Tier IV: 2d10+5 + (1d6 per Artificer Level)
    Tier V: 2d12+6 + (1d8 per Artificer Level)

    Force/Light:
    Tier I: 1d4+2 + (1 per 2 Artificer Levels)
    Tier II: 2d4+3 + (1 per Artificer Level)
    Tier III: 2d6+4 + (1d2 per Artificer Level)
    Tier IV: 2d8+5 + (1d4 per Artificer Level)
    Tier V: 2d10+6 + (1d6 per Artificer Level)

  13. #53
    Community Member Neouni's Avatar
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    Quote Originally Posted by Neouni View Post
    Just for fun, try finding the dices on the other numbers, you can't make a straight progression of it it seems.

    3-6 1d4+2
    5-11 2d4+3
    6-16
    7-21
    8-26
    so how about
    3-6 1d4+2
    5-11 2d4+3
    6-16 2d6+4
    7-21 2d8+5
    8-26 2d10+6

  14. #54
    Community Member Calebro's Avatar
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    Quote Originally Posted by Eladrin View Post
    There are two progressions. Elemental, and Force/Light.
    Will they be affected by wand and scroll mastery? Or by potency/lore? Or by possible elemental enhancement lines? Or by metamagics (past level 6)?

  15. #55
    Developer Eladrin's Avatar
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    Quote Originally Posted by Calebro View Post
    Will they be affected by wan and scroll mastery? Or by potency/lore? Or by possible elemental enhancement lines? Or by metamagics (past level 6)?
    The caster's spell damage amplification effects and enhancements modify the rune arm's damage. Metamagics do not affect any of the rune arm spells at this time. They use your Artificer level as their caster level and your Intelligence modifier - it's more or less as if you were casting a spell through the relic. The spells count as having a level equal to their charge tier plus one.

  16. #56
    Community Member Calebro's Avatar
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    Quote Originally Posted by Eladrin View Post
    The caster's spell damage amplification effects and enhancements modify the rune arm's damage. Metamagics do not affect any of the rune arm spells at this time. They use your Artificer level as their caster level and your Intelligence modifier - it's more or less as if you were casting a spell through the relic. The spells count as having a level equal to their charge tier plus one.
    OK, so no metas on Runearms (at this time). Did they implement their spell trigger and spell completion meta abilities at lvl 6 & 11 in some form?
    Or were the Runearms created to shore up that hole?

  17. #57
    Community Member Neouni's Avatar
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    Quote Originally Posted by Eladrin View Post
    The caster's spell damage amplification effects and enhancements modify the rune arm's damage. Metamagics do not affect any of the rune arm spells at this time. They use your Artificer level as their caster level and your Intelligence modifier - it's more or less as if you were casting a spell through the relic. The spells count as having a level equal to their charge tier plus one.
    Is the 'Greater Freeze VI' on 'The Devourer's Hunger' from 'Cult of the Six' a bug or a feature.
    It seems to be the odd one out in rune arms in that it doesn't have a charge effect.

  18. #58
    Community Member dpadan17's Avatar
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    Quote Originally Posted by Quarterling View Post
    absolutely love the link!!!!! made me spit out some pop out my nose. lol
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  19. #59
    Community Member Calebro's Avatar
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    Quote Originally Posted by Neouni View Post
    Is the 'Greater Freeze VI' on 'The Devourer's Hunger' from 'Cult of the Six' a bug or a feature.
    It seems to be the odd one out in rune arms in that it doesn't have a charge effect.
    That, and the Disrupt Undead one from Delera's. They cast spells instead of pew pewing, and instead of charging to gain their power, have charges themselves.

    Edit:
    And according to below, they are supposed to shoot.
    It will be interesting so see how they dealt with the same item having two different clickies (if that's the case). Or if the Disrupt Undead one was indicative of a light damage spell and the Freeze on was indicative of a cold damage spell, so they knew which damage type to add onto it when they got around to doing so, and the clickies would then be replaced entirely. Just a coding placeholder for future modification maybe?
    Last edited by Calebro; 08-12-2011 at 01:39 PM.

  20. #60
    Developer Eladrin's Avatar
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    Quote Originally Posted by Neouni View Post
    Is the 'Greater Freeze VI' on 'The Devourer's Hunger' from 'Cult of the Six' a bug or a feature.
    It seems to be the odd one out in rune arms in that it doesn't have a charge effect.
    They're bugs. We put clickies on those rune arms, and while they still have standard rune arm charge pew-pew-age, it's not visible. I'm planning on changing the effects on those items to make it less confusing.

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