Page 1 of 24 1234511 ... LastLast
Results 1 to 20 of 480
  1. #1
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Post Combat Change Details

    Please read this post first!

    This post contains the crunchy formula details, for those that want to know all of the math behind the numbers.

    ---

    Monster’s chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)

    Player’s chance to hit (if proficient in weapon): (Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%

    Players graze on a 2+ on the attack roll d20.
    Monsters graze on a 19+ on Casual or Normal difficulty, 17+ on Hard difficulty, and 15+ on Elite difficulty. Note that at these thresholds, players should only encounter grazing hits when dramatically overleveling content, since it’s fairly difficult to be over a 75% miss rate.

    You can calculate how much each point of Physical Resistance Rating is helping using the following formula: (1 – (0.99^Physical Resistance Rating))*0.65
    Code:
    PPR	Protection		PPR	Protection
    0	0.00%			110	43.48%
    10	6.22%			120	45.54%
    20	11.84%			130	47.40%
    30	16.92%			140	49.08%
    40	21.52%			150	50.61%
    50	25.67%			160	51.98%
    60	29.43%			170	53.23%
    70	32.84%			180	54.35%
    80	35.91%			190	55.37%
    90	38.69%			200	56.29%
    100	41.21%			210	57.12%
    If you are proficient in your armor:
    Heavy Armor gives you Physical Resistance Rating equal to your Base Attack Bonus.
    Medium Armor gives you Physical Resistance Rating equal to 2/3 of your Base Attack Bonus.
    Light Armor gives you Physical Resistance Rating equal to 1/2 of your Base Attack Bonus.

    Class Changes:
    Barbarians and Rogues gain +1% Dodge at levels 4, 6, 8, 12, 16, and 20.

    Monks gain 3 Centered AC instead of 1 at levels 2, 5, 10, 15, and 20.

    Feat and Enhancement Changes:
    Uncanny Dodge: Activate this ability to gain a temporary 25% Dodge bonus and a +4 reflex save bonus.
    Note: Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.

    Improved Uncanny Dodge: Activate this ability to gain a temporary 50% Dodge bonus and +6 reflex save bonus.
    Note: Improved Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.

    Defensive Fighting Defensive Stance: While using Defensive Fighting mode, you gain a 5% bonus to AC and a -5% penalty to-hit. Casting a spell ends this mode.

    Combat Expertise Defensive Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all Rage effects.

    Resilience Defensive Stance: While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.

    Precision Offensive Stance: While using Precision mode, you gain +5% to hit. Spells have three times their normal cooldown when this mode is active.
    Note: Damage penalty has been removed.

    Dodge Grants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC (this will appear as a feat bonus on your character sheet). You will also gain a 3% Dodge bonus.

    Mobility Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus.

    Spring Attack You suffer no penalty to your attack roll when moving and attacking. You will also gain a 2% Dodge bonus.

    Two Weapon Defense Grants you a +1 bonus to your AC and 5 physical resistance when you wield two weapons. (This bonus does not apply when fighting unarmed/with handwraps.)

    Shield Mastery You are skilled with the use of a shield, and your physical resistance is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield.

    Improved Shield Mastery You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield.

    Mithral Body Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus.

    Adamantine Body Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.

    Lesser Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Lesser Mountain Stance grants +2 Constitution, a 5% boost to AC, 3 physical resistance, and a +25% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Lesser Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Greater Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Ultimate Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Ultimate Mountain Stance grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Stalwart Defender: Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, +10% maximum hit points, a +1 Competence bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Stalwart Defender II: Improved Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, +15% maximum hit points, a +2 Competence bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Stalwart Defender III: Superior Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +6 Competence bonus to Strength and Constitution, +20% maximum hit points, a +3 Competence bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys: Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, +10% maximum hit points, a +1 Sacred bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys II: Improved Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys III: Superior Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +6 Sacred bonus to Strength and Constitution, +20% maximum hit points, a +3 Sacred bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    (Class) Armor Class Boost I Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost II Activate this ability to receive a +10 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost III Activate this ability to receive a +15 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost IV Activate this ability to receive a +20 Action Boost bonus to Armor Class for 20 seconds.

    Armor Tiers
    Code:
     			AC	Max Dex	Level
    HEAVY ARMOR
    (Heavy Plates)
    Full Plate		8	1	1 to 7
    Battle Plate		12	1	8 to 13
    Magecraft Plate		16	1	14 to 19
    Mountain Plate		20	1	20 to 24
    Planeforged Plate	24	1	25
     	 	 	 	 
    (Light Plates)
    Light Plate		7	2	1 to 7
    Light Battle Plate	10	3	8 to 13
    Light Magecraft Plate	13	4	14 to 19
    Light Mountain Plate	17	5	20 to 24
    Light Planeforged Plate	21	6	25
     				
    MEDIUM ARMOR
    (Breastplates)
    Breastplate		6	3	1 to 7
    Battle Breastplate	8	4	8 to 13
    Magecraft Breastplate	11	5	14 to 19
    Mountain Breastplate	14	6	20 to 24
    Planeforged Breastplate	18	7	25	
     	 	 	 	 
    (Scalemail)				
    Scalemail		5	4	1 to 7		
    Skirmish Scalemail	6	6	8 to 13	
    Feycraft Scalemail	8	8	14 to 19	
    Spiritcraft Scalemail	11	10	20 to 24	
    Celestial Scalemail	15	12	25		
     	 	 	 	 
    LIGHT ARMOR		 	 	 
    (Chainmail)				
    Chainmail Shirt		4	5	1 to 7
    Skirmish Chainmail	5	7	8 to 13		
    Feycraft Chainmail	7	9	14 to 19	
    Spiritcraft Chainmail	9	11	20 to 24	
    Celestial Chainmail	12	13	25		
     	 	 	 	 
    (Leathers)				
    Leather Armor		3	6	1 to 7
    Skirmish Leather	4	8	8 to 13		
    Feycraft Leather	5	11	14 to 19	
    Spiritcraft Leather	7	14	20 to 24	
    Celestial Leather	9	18	25		
     	
    (Shields) 	 	 	 
    Light Shield		2	-	1 to 7
    Light Darkwood		3	-	8 to 13
    Light Densewood		4	-	14 to 19
    Light Spiritcraft	5	-	20 to 24
    Light Celestial Shield	6	-	25
    
    Heavy Shield		3	-	1 to 7
    Heavy Darkwood		4	-	8 to 13
    Heavy Densewood		5	-	14 to 19
    Heavy Spiritcraft	7	-	20 to 24
    Heavy Celestial Shield	9	-	25
    
    Tower Shield		4	2	1 to 7
    Battle Shield		6	2	8 to 13
    Magecraft Shield	8	2	14 to 19
    Mountain Shield		10	2	20 to 24
    Planeforged Shield	12	2	25
    Things we're still watching:
    Monks and monk splashes. Further changes may be made to the Monk class to give them a more evasive feel and to improve their defensive ability if it is deemed too weak.
    Last edited by Eladrin; 05-24-2012 at 01:58 PM.

  2. #2
    Community Member
    Join Date
    May 2012
    Posts
    2,777

    Default

    Combat expertise on beta says 5 AC now and not 10%. It was giving 5 AC as well.

    What are your thoughts for non-earth-stance monks and splashes?
    Personal d000m level: 83%

    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

  3. #3
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Ape_Man View Post
    Combat expertise on beta says 5 AC now and not 10%. It was giving 5 AC as well.
    It should be 10%.

    What are your thoughts for non-earth-stance monks and splashes?
    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.

  4. #4
    Community Member dameron's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    (Class) Armor Class Boost IV Activate this ability to receive a +20 Action Boost bonus to Armor Class for 20 seconds.
    Unless the AP costs for these drop significantly I see no real reason to take them (other than when they're required for prestige lines). The boost will end up doing the same thing as your level increases. The diminishing returns mean that you'll likely get a similar benefit at level from each, so you're spending AP to tread water as your base AC rises.

    LAME.

  5. #5
    Community Member Cyr's Avatar
    Join Date
    Mar 2006
    Posts
    2,362

    Default

    This still looks like a system which is all about the pure builds and armor use. I guess pure monks can use earth stance and ignore the other stances if they are mostly pure/pure.

    That is an improvement as is the dodge and other feats still granting their AC bonus to AC...I strongly suggest that dex add a dodge % in addition to AC and that dodge items grant both. That will go along ways towards balancing the picture.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
    Main: Sharess
    Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella

  6. #6
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    Air or Water Stance granting dodge % might go a ways to help the monk side. Water, for one, needs a bit o help.
    Ghallanda - now with fewer alts and more ghostbane

  7. #7
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    Quote Originally Posted by Cyr View Post
    This still looks like a system which is all about the pure builds and armor use. I guess pure monks can use earth stance and ignore the other stances if they are mostly pure/pure.
    Yes. Even in PNP light armor is generally considered better for defenses, and generally the AC difference between characters built for them is marginal.

    What is different is that heavier armors can have built in DR, and light armors allow for better reflexes / evasion / etc.

    This is still favoring "heavy armor = AC"
    Ghallanda - now with fewer alts and more ghostbane

  8. #8
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Cyr View Post
    This still looks like a system which is all about the pure builds and armor use.
    How so? Every class gives base attack bonus. Some of the "dodgier" classes get some class based boosts, but that shouldn't force pure builds.

  9. #9
    Founder LeLoric's Avatar
    Join Date
    Feb 2006
    Posts
    2,903

    Default

    Couple questions.

    What becomes of the dodge bonus to water stance?

    What about bard inspire heroics?

    Uncanny dodge boosts from acrobat and the lesser swiftness item effect are now useless is there plans to replace these?
    Ghallanda Rerolled
    LeLodar LeLothian LeLoki LeLoman LeLonia LeLog

  10. #10
    Community Member psychokitten's Avatar
    Join Date
    Sep 2009
    Posts
    14

    Default

    Quote Originally Posted by Eladrin View Post
    It should be 10%.


    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.
    Where exactly is this dodge coming from? Items? As it stands, Rogues and Barbarians have better passive and active dodge at the moment. Improved healing amp is an enhancement, which not everyone takes, where as uncanny dodge is something inherent to those classes.

    And the physical resistance from earth stance is incredibly small for a melee class, given it has nothing to stack with.

  11. #11
    Community Member scoobmx's Avatar
    Join Date
    Jun 2010
    Posts
    894

    Default

    Why is it necessary to round to the nearest 5% for PC hit chance? It's not like people care anymore if it wears the PnP facade, these mechanics are already nothing like PnP. Just get rid of that, saving you a couple math operations as well as making the formula more accurate (continuous).
    Scoobmx Scoobshot Arcscoob Beefscoob : Imperial Assassins : Argonnessen
    My Builds : Abbot Raid Manual : Weapon Damage Modeler : My Trades

  12. #12
    Community Member sacredguyver's Avatar
    Join Date
    Oct 2009
    Posts
    541

    Default

    Quote Originally Posted by Eladrin View Post
    Class Changes:
    Barbarians and Rogues gain +1% Dodge at levels 4, 6, 8, 12, 16, and 20.

    Monks gain 3 Centered AC instead of 1 at levels 2, 5, 10, 15, and 20.
    .
    .
    .
    Things we're still watching:
    Monks and monk splashes. Further changes may be made to the Monk class to give them a more evasive feel and to improve their defensive ability if it is deemed too weak.
    If I recall correctly, one of the original plans was to give Monks +1 Centered AC per level. Why the change? The only thing I see is that the quoted change will result in 5 less AC than the first idea, and feels like it will result in AC "hops" instead of a steady increase. Wouldn't hurt my feelings if it was reverted to +1 AC per level and Monks got +1% Dodge at levels 2, 5, 10, 15, 20. (What can I say? I love my Monk, which is why I'd love to see a change to Timeless Body.)

    And LeLoric hits on a good point: Will the "+3 Dodge bonus to AC" change to "Dodge +3%" or something else?
    Last edited by sacredguyver; 05-24-2012 at 02:39 PM.
    Quote Originally Posted by macubrae View Post
    A Dwarf's beard should be thick, strong and long enough to tuck under your belt (to keep kobolds from swinging on it and giants from swinging us by them).


  13. #13
    Community Member Mithis's Avatar
    Join Date
    Mar 2006
    Posts
    404

    Default

    How does Mithril affect PRR?

    Mithril Full Plate would be considered Medium Armor but since it is plate armor logically it should get the full BAB PRR rating.

    Does it receive any other benefits from being a special material?

  14. #14
    Hall of Famer
    2016 DDO Players Council
    Impaqt's Avatar
    Join Date
    May 2006
    Posts
    4,142

    Default

    Quote Originally Posted by Eladrin View Post
    Lesser Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Lesser Mountain Stance grants +2 Constitution, a 5% boost to AC, 3 physical resistance, and a +25% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Lesser Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Greater Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Ultimate Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Ultimate Mountain Stance grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
    as long as your adjusting things to make more sense, you should revisit these...

    How much sense does it make that getting hit, while in a stance designed to avoid getting hit, grants ki?
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  15. #15
    Community Member
    Join Date
    Oct 2009
    Posts
    440

    Default

    Quote Originally Posted by Eladrin View Post
    Monster’s chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)

    Player’s chance to hit (if proficient in weapon): (Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%
    I think it got buried in the old thread, but I had a suggestion for a formula with more tunable parameters that will allow you to adjust play balance later. With one set of parameters, it works pretty much exactly like d20. With another set of parameters, it closely resembles the formula above.

    See:

    http://forums.ddo.com/showthread.php...78#post4470978

    Quote Originally Posted by Eladrin View Post
    Defensive Fighting Defensive Stance: While using Defensive Fighting mode, you gain a 5% bonus to AC and a -5% penalty to-hit. Casting a spell ends this mode.
    How are percentage bonuses/penalties incorporated into the attack formula?

    If I have a 5% AC bonus, is the monster's chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 1.05 * 2)
    or does it work more like a -5% penalty on the monster's to-hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) - 5%

    If I have 5% attack bonus, is my chance to hit: (Player’s Attack Bonus + 10.5) * 1.05 / (Target’s Armor Class * 2) + 25%
    or: (Player’s Attack Bonus + 10.5) * 1.05 / (Target’s Armor Class * 2) + 25% + 5%
    My toon: Agthorr on Khyber

  16. #16
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    Quote Originally Posted by Eladrin View Post
    How so? Every class gives base attack bonus. Some of the "dodgier" classes get some class based boosts, but that shouldn't force pure builds.
    Stalwart and DOS AC bonuses are now based only on multiplying the armor value.
    Ghallanda - now with fewer alts and more ghostbane

  17. #17
    Community Member Avidus's Avatar
    Join Date
    Dec 2006
    Posts
    117

    Default

    Quote Originally Posted by Eladrin View Post
    [B][url=http://forums.ddo.com/showpost.php?p=4478106&postcount=1]Class Changes:
    Barbarians and Rogues gain +1% Dodge at levels 4, 6, 8, 12, 16, and 20.

    Monks gain 3 Centered AC instead of 1 at levels 2, 5, 10, 15, and 20.

    Things we're still watching:
    Monks and monk splashes. Further changes may be made to the Monk class to give them a more evasive feel and to improve their defensive ability if it is deemed too weak.
    If the last part is true, why not give monks a dodge % similar to rogues / barbarians?

    Something along the lines of 2 Centered AC at 1, 3, 6, 9, 12, 15, 18 and 20 for a total of 16.
    1 more than the 15 quoted but spread out a bit to make it more even. That is if the 1 AC per level for a total of 20 is off the table.

    Along with this grant a dodge % at the same levels as rogues / barbarians plus level 18 as well for a total of 7%, 1% over rogues / barbarians. Or perhaps convert wisdom bonus to ac into a wisdom binus to dodge %.

    About the earth stance changes, somehow I think they should boost AC less but PRR more so that the gain ki on being hit effect isn't so contradictory.

    Also water stance needs a lot of help to be relevant.

    Has there been any thoughts on giving different mobs tweaked versions of the to hit formula? For example one for trash, one for orange, one for red and a final for purple named?
    Last edited by Avidus; 05-24-2012 at 02:54 PM.
    ~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~
    ~ Wyek 7/6 mnk/ftr ~ Lystara 5/6/2 ftr/rng/mnk ~ Tinder 12 brb ~

  18. #18
    Community Member
    Join Date
    May 2012
    Posts
    2,777

    Default

    Quote Originally Posted by Eladrin View Post
    How so? Every class gives base attack bonus. Some of the "dodgier" classes get some class based boosts, but that shouldn't force pure builds.
    Deep splashes, say stalwart II with a 6+ Pally levels, are killed by this. The Tier III stances are just so strong that would used to be a tough decision is now a no-brainer.

    Any way you can combine the two threads? It makes it easier to follow the d00m.
    Personal d000m level: 83%

    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

  19. #19
    Community Member Taojeff's Avatar
    Join Date
    Jan 2006
    Posts
    327

    Default Rangers left out

    Quote Originally Posted by Eladrin View Post
    How so? Every class gives base attack bonus. Some of the "dodgier" classes get some class based boosts, but that shouldn't force pure builds.
    Why are rangers less dodgier then barbs? Rangers are a dex based class that tend toward lighter armor. They should be lumped in with rogues and barbs for dodge. Under the current build you are going to see barbarians with pretty decent ac (based on BAB) plus higher dex then rangers. Seems a little silly. How about throwing rangers a bone.

  20. #20
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by dameron View Post
    Unless the AP costs for these drop significantly I see no real reason to take them (other than when they're required for prestige lines). The boost will end up doing the same thing as your level increases. The diminishing returns mean that you'll likely get a similar benefit at level from each, so you're spending AP to tread water as your base AC rises.
    We'll look into turning it into a percentage increase. 20%/40%/60%/80% for 20 seconds?

    Why are rangers less dodgier then barbs?
    Barbarians and Rogues get an ability called "Uncanny Dodge", which is where we originally had the bonus listed. Maybe we should move it back there.\

    If the last part is true, why not give monks a dodge % similar to rogues / barbarians?
    I need to make sure that it's true first.

Page 1 of 24 1234511 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload