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  1. #21
    Community Member licho's Avatar
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    Practiced Spellcaster; pre-req; spellcraft 4 ranks
    Effect; Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice.


    I would love to see this as Elven Enhancement.
    So the Elves have a nice niche of gishes.

  2. #22
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by licho View Post
    2. As for Monkey Grip giving +1[w] its my atempt to DDO-ize it. Coding every 2h weapon (as well as animation) for 2wf with them may be more effort than its worth. While +1[w] is much simplier while it keeps the idea - you use BIG weapons.
    Sigh, yeah, wish they had coded and animations for size and also for 1h in 2h from the very beginning.
    But seems to be an engine thing, which couldn't keep up with offhand strikes even.
    No hopes for polearms, whips, or anything deemed flavor. 1h in 2h wasn't flavor tho, just not enough gain.

  3. #23
    Community Member azrael4h's Avatar
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    Comments below yours.


    Maybe just +1[w], since it would have more power than PA, with possibly less penalty.
    Well, if it's exclusive with PA, it needs to be competitive to see any play. If it isn't, then it can be as powerful, less powerful, or more powerful, so long as it's competitive with some other feat.

    I think this would be stronger for weapons like Bastard Swords and D Axes, actually, and weaker than PA for things like Khopeshes, with 1[w]. 2[w] I think would push it ahead on most everything.

    We basically have this, with much lower DS percentages, in Natural Attack. I don't think anyone bothers with it. With these numbers though, it might be different.
    The problem, from what I can tell from reading the boards, is that druids make rather poor combatants from about midway through the game, on, and giving them a boost makes sense. That said, I included 3 feats, but don't really think this should be represented in that way--they are, after all, casters as well, and have no bonus feats, so basically forcing those druids that want to be solid warriors to spend 3 of their 7 feats (probably more with things like Power Attack and Improved Critical as important additions) seems punitive.

    They are weaker melee combatants, even when built for it, vs a comparably built Cleric or FvS. Wildshape combat is even weaker, as the miniscule DS chances even with three feats is far weaker than a moderate STR and a Carnifex/SoS/LitII/ESoS while in the natural form. However, the biggest problem with Wildshape melee is that extended spell cooldown. Coupled with the weaker melee in general, it makes it entirely unattractive. Not to say Wildshape is entirely useless; Snowslide is a LoF ability at 17, works only in Winter Wolf form.

    Nice, I could see taking this for almost everyone just to have full ranks in UMD. Might make feat-starved characters suffer more, and I can see some Rangers taking this and staying pure with trap abilites.
    Well, this doesn't replace the /2 rogue or artificer splash, as those provide other benefits, and not all characters have the feats to spare on stuff like this, but it opens up some new possibilities, and does so without being too strong or too weak, I think.

    Not, it doesn't, but I think it's balanced to that. Those splashes give other things beyond trap skills, but this can be used to add a great deal of versatility to a character. Though to be frank the way skills and cross class skills are set up in 3.5e has always been annoying to me. It'd need a rewrite though.


    I can only see using this for Shroud part 5, buff up with persistent spells, then rest and buff myself before entering the last portal. Not enough utility to use a feat slot for, maybe as an Archmage PrE AP ability?
    I don't know...I see this as being very useful for buffing raid tanks, and as some security against wipes or untimely deaths. In some quests, a death isn't too big a deal, whereas in others, deaths can often domino, where getting revived just ends up with you dead again.

    Yeah, I thought of that after my post.

    Now I think you're trolling Shade. I like it, solely because of that.
    Huh?
    LOL. Anything that replicates a Barbarian ability. While a Barb can take it as well, they likely will not have enough feats as is. So he would take it as a proxy nerf. Given the rage directed at fixing things like the Barb past life and changing S. Cleave, I'd enjoy that rage-filled thread immensely.

    I would like to see greater attention made to the religions in DDO, mostly for divines, but I wouldn't care if an enhancement line was made available for all classes as well. Be nice flavor, though it'd need some utility to spend AP for.
    A dev made a comment a month or two ago expressing the same sentiment. I expect to see new options presented eventually...my feeling is that this could be a follow-up feat to that option as either a feat or enhancement that expands on abilities received.

    I saw that. Along with Domains, this is one of the weakest aspects of playing a divine in DDO.

    This would make every Fighter and Barbarian fall over in joy.
    I'm sure some fighters would take this, though I doubt barbarians would. It's an option, though. I could see some wizards picking this up as well, if we start seeing more dangerous Will saves that we aren't simply immune to.

    I don't know, I think it would merit serious contention for a feat slot, though I can see Barbarians having issues due to a lack of them.

    Probably not going to happen given the huge art requirements. Be nice though. Have to skip Sonic, as too few mobs have resistances to that. I think they errated that one out for PnP actually.
    Would have to dump Sonic, yeah. As for power level, if the extra SP cost is high enough it could potential balance this suitably.

    Then again, if it's too high no one will take it. *Shrug*

    Needs to be an enhancement, Bard's are feat starved as it is. What is 'Combat Reflexes'?
    Yup. As for Combat Reflexes, look at my earlier post--it gives characters a guard effect that triggers their own melee attack damage with all bonuses with a % chance based on their Dex bonus.

    Ah. I must have cut that out without noticing it. Your OP was a bit hard to read. It's actually something like a mechanic that I have in a cRPG I'm working on. Turn based combat, so my specific implementation wouldn't work here. I use a parry/counter mechanic for melee, with a spell counter mechanic for casting.


    Ew, 4E. As has been shown, any attempt to provide Non self-healing melee with means to heal themselves, or improve currently existing means to heal themselves, is decried as evil. It'd have to be a bit stronger to be worth taking too, right now it'd be only slightly stronger than a cure serious pot with decent healing amp, and with an excessive cooldown to boot. Either keep the cool down and boost the healing, or kill the cooldown. Otherwise, it won't heal for enough to matter outside of casual.
    Heroic Surge was one of the few things I really liked about 4E, although Star Wars Saga Edition did it first, and I liked it there. Yeah, it could stand to be stronger, but I wasn't necessarily trying too hard to find balanced presentations for these things. I'd definitely say that this could be about as strong as a Heal, with a slightly longer cooldown, since it is costing a feat after all.

    I'd say it needs to be spammable to a degree, given the number of hits we take over a short period of time. Spike damage is simply too high in DDO for slow healing like this. I see the same issue with the GMoF innate 'Heal', and Light monk healing curse and 3xL finisher.

    IMO, LoH should regenerate, outside of ED abilities.
    Agreed. That was something I had been pushing for for months and months.

    Yep. I'm hoping the Enh Pass gives Human/Helf Pallies the ability to take RS. Front line Auras with burst would be VERY attractive as a a melee, IMO. When I still had a Paladin though, regenning LoH was #1 on my list of desires. With increased self-healing for the Fighters and Barbs, that would go a long way to putting Paladins closer to balance with them.
    Anyone who disagrees is a Terrorist...

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  4. #24
    Community Member voxson5's Avatar
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    Is that monkey grip just made up? I was under the impression you could use larger sized weapons (2x greatswords hooyeah!)

    Edit, yeah I read the op & not the replys
    Last edited by voxson5; 09-13-2012 at 02:49 AM.

  5. #25
    Community Member legendlore's Avatar
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    Quote Originally Posted by voxson5 View Post
    Is that monkey grip just made up? I was under the impression you could use larger sized weapons (2x greatswords hooyeah!)
    It doesn't allow the wielding of great weapons in a single hand, just for the weapon that is used to be one size category larger*. It also isn't any where near as good in pnp to justify an implementation as +2[w] in DDO, it would likely be interpreted as a -2 to-hit and a +0.5[w] (it turns a great axe [d12] into [3d6] and a longsword [d8] into [2d6] in pnp for example, so pretty close to +0.5[w]). This would be ok as a non epic feat +0.5[w] for -2 to-hit is a fair tradeoff in the new to-hit system.

    *some DM:s allowed this based on an interpretation of the weapon size conversion table (great weapons are one size category larger).

    The benefit of the feat was that it stacked with power attack, it was otherwise with the exception of a few very specific builds almost always worse than power attack.


    Edit; game wise developers seem to already have implemented this feat as a built in weapon property for large weapons though, such as Insanity that got the properties Unwieldy and Unbalancing but deal 2[d10] instead of 2d6 and is visually a larger weapon.
    Last edited by legendlore; 09-13-2012 at 03:56 AM.

  6. #26
    The Hatchery bigolbear's Avatar
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    Heres some great pen and paper feats - changed a bit for ddos fast paced real time combat.

    ALL:
    ------------------------------------------------------------------
    granted at bab 1 (free to all characters essentialy) - Bull rush and overrun.


    Bull rush - knock back effect - single target. perform a single mele attack target must make a save vs your trip DC (10 + STR + trip bonuses) or be knocked backwards. target is knocked back 5 foot for every 2 points they fail the save by. - intervening targets are knocked down - just like the dragon flight manouver in the epic destinies.
    30 second cool down.

    Over run - you rush through enemies and colide with each knocking them prone if they fail vs your trip dc. as per draconic destiny but no damage.
    30 second cool down.


    MELE:
    -----------------------------------------------------------------------

    Improved bull rush: (fighter and monk feat)- requires powerattack +bull rush + bab 6.
    your bull rush attack now does damage to your initial opponent and any enemy they pass through. Damage on primary target = the damage of your main hand attack + any chance for off hand attack damage double strike or glancing blows. damage on secondary targets = your str mod + d6.
    15 second cool down. - overwrites bull rush.

    Improved Overrun: (fighter and monk feat)- requires powerattack +bull rush + bab 6.
    Your overrun now deals damage equal to a strike from your off hand weapon or sheild bash. If no off hand weapon is equiped you instead deal slam damage for 'base unarmed die + STR mod/2'.
    15 second cool down. - overwirtes overrun.

    killing blow: epic feat. (requires power attack and either str21 or dex 21)
    make a mortal strike against your foe. they must pass a fortitude save of (1/2char lvl + str or dex mod) or die. This is a non magical death effect. should the enemy save or be imune they are instead subject to critical hit as though a confirmed vorpal hit had been rolled. paralysed, dazed, tripped, stunned or held enemies receive -10 to their save and when killing blow is used on enemies suffering any fo these conditions its cool down is reduced to 15 seconds.
    cool down 30 seconds.


    CASTER:
    ------------------------------------------------------------
    practiced spell caster:
    Add up to +4 to your caster lvls of all classes (this will not effect spells you can cast - just durations and damage)
    This bonus may not raise your caster lvl for any class above 20.

    metamagic widen:
    doubles the area of effect of selected spell. (should work on all AOE nuke spells and AOE cc and Mass cures/heal) +15 sp.

    metamagic explosive:
    applies a bull rush effect to your spell. trip dc = your spell's dc. + 15 sp.

    metamagic chain: (applies only to single target buff spells for ddo - cos otherwise its bonkers powerful) epic feat.
    your target any any ally target within 30 ft gain the benefit of this spell.
    +40sp

    metamagic persistant: requires extend. (epic feat)
    multiplies the duration of any buff spell you cast by 10. if extend is also applied the total multipler is x 20.
    +60 sp.

    divine metamagic: requires turn undead
    expend a turn undead attempt, your metamagics are reduced to 0 cost for the next 18 seconds.

    song metamagic: requires bardic music.
    expend a song, your metamagics are reduced to 0 cost for the next 18 seconds.


    PET CLASSES
    ------------------------------------------------------
    Pet master: (note in pen and paper this feat is several feats for each class.. ddo should simplify this to 1)
    your pets lvl is determined by your total character lvl, rather than class lvl.


    ARTIS
    ------------------------------------------------------
    Wand metamagic: requires either arcane knowledge, divine knowledge or skill focus umd + any metamagic feat.
    You may apply any metamagics you know to wands/staves and clickies. For each 10 sp a metamagic would cost it uses 1 additional charge. heighten will raise the caster lvl of the item to your lvl in addition to increasing and save Dc's.
    Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
    stuff by me: http://forums.ddo.com/showthread.php...02#post4938302

  7. #27
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by legendlore View Post
    It doesn't allow the wielding of great weapons in a single hand, just for the weapon that is used to be one size category larger*.
    Agree it is open to DM balancing but that aside it is indeed lets you wield the large weapons.
    I suppose it can be ddo-ized into a +W, else there'd be the trouble of needing two animations for each weapons.
    Which is a pity because weapon sizes was one of the three main things cut from the fairly rich d&d weapon system.

  8. #28
    Community Member legendlore's Avatar
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    Quote Originally Posted by donfilibuster View Post
    Agree it is open to DM balancing but that aside it is indeed lets you wield the large weapons.
    I suppose it can be ddo-ized into a +W, else there'd be the trouble of needing two animations for each weapons.
    Which is a pity because weapon sizes was one of the three main things cut from the fairly rich d&d weapon system.
    Well weapon sizes are somewhat included in the game, Insanity as an example from earlier, Earthshatter warhammer is an single hand example. Both have really over sized meshes and in the example of Insanity increased base dice.

    I actually prefer this version, it keeps over sized weapons fairly unique and there's no need for feat investment (every melee except fighters would have a hard time to fit another "must have" feat in). If monkey grip was implemented there would have to be a lot more large weapons in the game or an option to reforge weapons to different sizes.

    Last but not least I personally honestly couldn't bear seeing all those ridiculously large weapons everyone would wield as well, I have a hard enough time with Half-orcs (and the new Purple dragon knights) with their tiny legs and over sized torsos (not to mention the weird weapon scaling already in place for them and Warforged).

  9. #29
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    Quote Originally Posted by licho View Post
    Deep Cut
    Reuires: IC: Slash
    Effect: Your critical strikes with slashing effet additionally deal 1d8 bleeding dmg to a target per crit multiplier-1. For 3 second. This effect stack with maiming.
    This should only affect the first attack, because, y'know... "first cut is the deepest."

    (apologies, couldn't resist)

  10. #30
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by legendlore View Post
    Well weapon sizes are somewhat included in the game, Insanity as an example from earlier, Earthshatter warhammer is an single hand example. Both have really over sized meshes and in the example of Insanity increased base dice.

    I actually prefer this version, it keeps over sized weapons fairly unique and there's no need for feat investment (every melee except fighters would have a hard time to fit another "must have" feat in). If monkey grip was implemented there would have to be a lot more large weapons in the game or an option to reforge weapons to different sizes.

    Last but not least I personally honestly couldn't bear seeing all those ridiculously large weapons everyone would wield as well, I have a hard enough time with Half-orcs (and the new Purple dragon knights) with their tiny legs and over sized torsos (not to mention the weird weapon scaling already in place for them and Warforged).
    Yeah i was thinking of the insanity then cut my post short.
    Technically there's only two animations possible the 1h swing and the 2h swing, the mechanics dun really change.
    A larger 2h would be just like the insanity in that it merely looks bigger but otherwise swing and function as a 2h.
    It's all needed to wield a "large" 2h, without meddling with wielding a 2h in 1h with monkey grip.
    (let alone a 1h in 2h which is core)

    Ofc it'd be possible to craft them in the cannith devices, altough actual forging would be good,
    we don't have that for normal weapons even, outside of GS and alchemical crafting.

    The thing where people wield ridiculously large weapons is a non-issue, it's entirely possible in d&d and fantasy for that matters.
    Besides it isn't about the size or weight but about proficiency, taking the feat means you are skilled enough.

    For that matters there's such thing as a two-hands-and-a-half weapon, in the books ofc, in ddo would be overkill.
    Just like one-hand-and-a-half weapons like the bastard, those require exotic proficiency but otherwise size dun change.
    That might very well be the case of the insanity, minus the proficiency (not saying it is).
    Some book calls it the ogre greatsword, other the fullblade.

    In general there's no larger swords in practice because sword tech is supposed to rely on being light and swift.
    Hence the giants tipically wield hammers, they rely on sheer strength, not martial training.

    As far as big hammers go there's a bit of naming confusion in the books.
    For example, the Maul was at some point the 1.5h equivalent for bludgeon.
    The greathammer was the 2h version and is very much the Maul we have in DDO.
    (at that time we didn't had the bastard and dwarven axe working like 1.5h in any form)

  11. #31
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    Persistent Spell metamagic. Not the 'keep through death' nonsense that others have suggested, but rather done more along the lines of pnp.
    sp cost would be increased 30, affected spell would only expire on next death or rest. Requires Extend and ability to cast level 7 spells (level 13 wiz /sorc / druid, 14 sorc / fvs). Only buffing spells that can affect the caster could be affected.

    Persistent Haste / Rage, Displacement, (new) Tenser's, anyone?

  12. #32
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by azrael4h View Post
    Comments below yours.
    I can't imagine a druid in wildshape with a double-strike chance of over 50% being weaker than a cleric in melee.

    As for the cooldown issue, I think the devs should reconsider that, as it is overly punitive, and punishes the coolest thing about druids.

    On the spammability, or not, of healing abilities...I actually find the GMoF ability to be perfect--for most situations when soloing it's enough healing that I don't have to use any other method of healing. When soloing spawning WF in EE VoN 5, I had to use that, fight a WF, Wholeness of Body, fight a WF, use that, etc... But you shouldn't be self-healing efficiently essentially soloing EE content with a cheap ability.

    Remember, though that we have other healing options that can be cycled with something like a Healing Surge.
    Quote Originally Posted by bigolbear View Post
    Heres some great pen and paper feats - changed a bit for ddos fast paced real time combat.

    ALL:
    ------------------------------------------------------------------
    granted at bab 1 (free to all characters essentialy) - Bull rush and overrun.


    Bull rush - knock back effect - single target. perform a single mele attack target must make a save vs your trip DC (10 + STR + trip bonuses) or be knocked backwards. target is knocked back 5 foot for every 2 points they fail the save by. - intervening targets are knocked down - just like the dragon flight manouver in the epic destinies.
    30 second cool down.
    I get the impression that a knockback mechanic may be more difficult to program than a knockdown mechanic for use against monsters. As it is, are there any instances of this happening to monsters anywhere in DDO? Also, this feels both too strong in some cases, and much too weak the rest of the time. Anywhere we can fight at a ledge or a really dangerous trap, this will probably be a 1-shot kill with a fairly high DC, and will be worse than using Trip everywhere else.
    Over run - you rush through enemies and colide with each knocking them prone if they fail vs your trip dc. as per draconic destiny but no damage.
    30 second cool down.
    Looks similar to the AoE trip I proposed, but as a line instead of a "burst." I suspect a line would be more useful, though this wouldn't require the Int 13 and Combat Expertise prerequisites.

    MELE:
    -----------------------------------------------------------------------

    Improved bull rush: (fighter and monk feat)- requires powerattack +bull rush + bab 6.
    your bull rush attack now does damage to your initial opponent and any enemy they pass through. Damage on primary target = the damage of your main hand attack + any chance for off hand attack damage double strike or glancing blows. damage on secondary targets = your str mod + d6.
    15 second cool down. - overwrites bull rush.

    Improved Overrun: (fighter and monk feat)- requires powerattack +bull rush + bab 6.
    Your overrun now deals damage equal to a strike from your off hand weapon or sheild bash. If no off hand weapon is equiped you instead deal slam damage for 'base unarmed die + STR mod/2'.
    15 second cool down. - overwirtes overrun.
    See above comments.
    killing blow: epic feat. (requires power attack and either str21 or dex 21)
    make a mortal strike against your foe. they must pass a fortitude save of (1/2char lvl + str or dex mod) or die. This is a non magical death effect. should the enemy save or be imune they are instead subject to critical hit as though a confirmed vorpal hit had been rolled. paralysed, dazed, tripped, stunned or held enemies receive -10 to their save and when killing blow is used on enemies suffering any fo these conditions its cool down is reduced to 15 seconds.
    cool down 30 seconds.
    Reasonable.

    CASTER:
    ------------------------------------------------------------

    metamagic widen:
    doubles the area of effect of selected spell. (should work on all AOE nuke spells and AOE cc and Mass cures/heal) +15 sp.
    [/quote] Not sure this is strong enough to warrant spending a feat slot on in most cases.
    metamagic explosive:
    applies a bull rush effect to your spell. trip dc = your spell's dc. + 15 sp.
    See Bull Rush comments, except that I think making all your blast spells into CC is too strong for DDO. This works okay in PnP because using metamagics is a major decision, but that just isn't the case here, and this would likely become a must-have feat as it would basically turn all of your nukes into Web + damage.
    metamagic chain: (applies only to single target buff spells for ddo - cos otherwise its bonkers powerful) epic feat.
    your target any any ally target within 30 ft gain the benefit of this spell.
    +40sp
    Much too weak while affecting only buffs, which is why I didn't include it on my lists. I think it would be cool to have this as an option to buffs and ray spells, but it may be too strong in that case. Plus, it doesn't have a whole lot of targets...Polar Ray, Energy Drain, Enervation, Scorching Ray, Searing Light...maybe worth it for ED and buffs, but definitely not for just buffs.
    metamagic persistant: requires extend. (epic feat)
    multiplies the duration of any buff spell you cast by 10. if extend is also applied the total multipler is x 20.
    +60 sp.
    So, haste would last for 80 minutes at a cost of 90 SP with Extend? Compared to 20 hastes cast over those 80 minutes: 600 SP. I think this ends up being way too big a discount for stuff like Haste (and even more so for Death Aura), and irrelevant for anything with a minute/level duration, plus it completely erases the need for Extend.
    divine metamagic: requires turn undead
    expend a turn undead attempt, your metamagics are reduced to 0 cost for the next 18 seconds.
    I think 1 Turn for this effect may be too inexpensive.
    song metamagic: requires bardic music.
    expend a song, your metamagics are reduced to 0 cost for the next 18 seconds.
    This feels like it may be an appropriate cost, but I'm really unfamiliar with how many songs bards get, and at what rate they burn through them.


    Quote Originally Posted by dterror View Post
    Persistent Spell metamagic. Not the 'keep through death' nonsense that others have suggested, but rather done more along the lines of pnp.
    sp cost would be increased 30, affected spell would only expire on next death or rest. Requires Extend and ability to cast level 7 spells (level 13 wiz /sorc / druid, 14 sorc / fvs). Only buffing spells that can affect the caster could be affected.

    Persistent Haste / Rage, Displacement, (new) Tenser's, anyone?
    I appreciate your calling my suggestion "nonsense." That's constructive discussion right there.

    That aside, what your idea ends up with is a much too cost-effective ability for short duration buffs, and an essentially totally wasted feat as a prerequisite, since Persistent Spell would replace Extend for all intents and purposes. My suggestion allows them to have their own special uses, and does something unique. If you don't like it, fine, but don't be a **** about it.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  13. #33
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    Quote Originally Posted by sephiroth1084 View Post

    I appreciate your calling my suggestion "nonsense." That's constructive discussion right there.

    That aside, what your idea ends up with is a much too cost-effective ability for short duration buffs, and an essentially totally wasted feat as a prerequisite, since Persistent Spell would replace Extend for all intents and purposes. My suggestion allows them to have their own special uses, and does something unique. If you don't like it, fine, but don't be a **** about it.
    You're absolutely right, I apologize for including the word nonsense in there.

    Quote Originally Posted by http://www.dandwiki.com/wiki/SRD:Persistent_Spell
    Prerequisite: Extend Spell.
    Benefit:
    A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence or absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.
    My suggestion for Persistent Spell is taken pretty much straight from that. 24 hour duration = until death or shrine, spell slot 6 levels higher than normal = +30 spell points (based on heighten cost), and the PnP version does have a prereq of Extend. The only extra tidbit I added to the feat was limiting it to buffs, because the feat as written indicates it could be applied to firewalls, cloud spells, blade barriers, etc and so on.

  14. #34
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by dterror View Post
    You're absolutely right, I apologize for including the word nonsense in there.
    Accepted.


    My suggestion for Persistent Spell is taken pretty much straight from that. 24 hour duration = until death or shrine, spell slot 6 levels higher than normal = +30 spell points (based on heighten cost), and the PnP version does have a prereq of Extend. The only extra tidbit I added to the feat was limiting it to buffs, because the feat as written indicates it could be applied to firewalls, cloud spells, blade barriers, etc and so on.
    The problem is that some things just don't translate well from PnP.

    Let's look at Haste. In PnP, you can only use Persistent Spell on Haste normally after you have attained level 17. Then, if you do Persist Haste, you're spending one of your 2 or 3 precious level 9 spell slots to do so, which are very powerful.

    In DDO, you could use Persist (barring the prerequisite) as soon as you start casting spells, and Persisting Haste is no more impactful on your overall spellcasting than casting another Haste or two.

    In PnP there would absolutely be situations where you would be using Extend over Persistent Spell, whereas in DDO, the only reason to not use Persist is because you simply don't need that duration on your buffs. For short duration spells, Persist replaces Extend. For long duration spells, Extend was already a rather poor choice beyond level 10 or so. For reference, look at the difference in the decision making process behind Maximizing a Fireball at level 11 in PnP and Maximizing a Fireball at level 5, 7, 9 or 11 in DDO. There are inherent differences in the spell point system from the Vancian casting system of traditional D&D that makes translating things like metamagic feats somewhat hairy.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

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    Quote Originally Posted by sephiroth1084 View Post
    Accepted.
    The problem is that some things just don't translate well from PnP.

    Let's look at Haste. In PnP, you can only use Persistent Spell on Haste normally after you have attained level 17. Then, if you do Persist Haste, you're spending one of your 2 or 3 precious level 9 spell slots to do so, which are very powerful.

    In DDO, you could use Persist (barring the prerequisite) as soon as you start casting spells, and Persisting Haste is no more impactful on your overall spellcasting than casting another Haste or two.

    In PnP there would absolutely be situations where you would be using Extend over Persistent Spell, whereas in DDO, the only reason to not use Persist is because you simply don't need that duration on your buffs. For short duration spells, Persist replaces Extend. For long duration spells, Extend was already a rather poor choice beyond level 10 or so. For reference, look at the difference in the decision making process behind Maximizing a Fireball at level 11 in PnP and Maximizing a Fireball at level 5, 7, 9 or 11 in DDO. There are inherent differences in the spell point system from the Vancian casting system of traditional D&D that makes translating things like metamagic feats somewhat hairy.
    Personally, only time I've ever used metamagics in PnP was to maximize certain nukes and for persistent haste...but then it's a lot easier to build a sword swinging pure mage powerhouse in PnP since AC means a heck of a lot more there than it does in DDO...but I do take your point. For DDO, I could see keeping the min caster spell level requirement...effectively limiting the feat to wiz/sorc/druid/cle/fvs and dropping the Extend requirement.

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    Quote Originally Posted by goodoldxelos View Post
    No offense but a quick look at monkey grip +1W damage seems unbalanced why would anyone ever take Improved Martial Arts.

    Some of the ideas are innovative, like sunder weapon which should be improved sunder broken into 2 versions.

    Merciful strike would be interesting (i think 1 min is far too long but that's up to testing to tell).

    Stunning swing seems interesting

    True intimidation needs more, how about increased threat gen too for a few secs

    unbalancing swing i like it

    wounding hit potential, but fort reduction would make it worthy

    weapon mastery seems boring

    sneak attack boring

    magical strike this is like giving divine sacrifice for splashing a single caster class, no way in hell... needs more requirements

    improved finesse no, you gain AC and damage based upon 1 stat? there are a few weapons in the game that allow this already

    elemental X magic depends on testing

    people can look at others
    Did you know in advanced D20 PnP systems they dont even make you spend a feat for weapon finesse? and armor gives DR in those systems that weapon finesse attacks automatically bypass by rolling high enough with every swing.

    In other words its only archaic DDO that is still using the flawed non revised version of weapon finesse, even as they simulate the Armor DR system.

    Strength is the broken stat in this game, and con, both seen as such must haves that they meet the standard def of FOTM OP but where left in and now are seen as the way of life.

    You know a stat is broken when its seen as such a must have that races lacking it like halflings and elves take such a bad rap by anyone but the self sufficient players who know halfling fighters with the dragonmarks trump all other fighters but helves with cleric dilly.

    And arcane strike is a PnP feat that exist to very much let arcane melees be much more viable. Considering the recent upgrade to TT, it seems likely they finally are recognizing the players using exotic melee arcane builds exist.

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    Quote Originally Posted by sephiroth1084 View Post
    Accepted.
    The problem is that some things just don't translate well from PnP.

    Let's look at Haste. In PnP, you can only use Persistent Spell on Haste normally after you have attained level 17. Then, if you do Persist Haste, you're spending one of your 2 or 3 precious level 9 spell slots to do so, which are very powerful.

    In DDO, you could use Persist (barring the prerequisite) as soon as you start casting spells, and Persisting Haste is no more impactful on your overall spellcasting than casting another Haste or two.

    In PnP there would absolutely be situations where you would be using Extend over Persistent Spell, whereas in DDO, the only reason to not use Persist is because you simply don't need that duration on your buffs. For short duration spells, Persist replaces Extend. For long duration spells, Extend was already a rather poor choice beyond level 10 or so. For reference, look at the difference in the decision making process behind Maximizing a Fireball at level 11 in PnP and Maximizing a Fireball at level 5, 7, 9 or 11 in DDO. There are inherent differences in the spell point system from the Vancian casting system of traditional D&D that makes translating things like metamagic feats somewhat hairy.
    Forget the silly feat give me the permamency spell and soon every caster just like in PnP by high lvl will be a living magical item. My fave feat then would be the high lvl spell immunity feat, pick one spell and become immune to it and any spell of a similar nature. Id do dispel magic then nothing would have a hope in hell of stopping my wizard. which is the way it really should be in DDO just as it is in PnP.

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    Quote Originally Posted by dterror View Post
    Personally, only time I've ever used metamagics in PnP was to maximize certain nukes and for persistent haste...but then it's a lot easier to build a sword swinging pure mage powerhouse in PnP since AC means a heck of a lot more there than it does in DDO...but I do take your point. For DDO, I could see keeping the min caster spell level requirement...effectively limiting the feat to wiz/sorc/druid/cle/fvs and dropping the Extend requirement.
    Well, that's kind of my point: metamagics in PnP were a major decision point, because their benefits were weighed against pretty big costs. That isn't really true for DDO, though the developers seem to be trying to nudge us in that direction a little, by making Maximize and Empower less mana efficient than they were.

    A result of those differences is that one cannot simply translate a metamagic feat from PnP to DDO, from Vancian to spell points, because the conversion isn't direct. Heck, Haste is considerably better in DDO than it is in PnP where no one but archers were likely getting full attacks every round, and movement speed outside of combat becomes a fairly minor issue.

    Quote Originally Posted by Karavek View Post
    Forget the silly feat give me the permamency spell and soon every caster just like in PnP by high lvl will be a living magical item. My fave feat then would be the high lvl spell immunity feat, pick one spell and become immune to it and any spell of a similar nature. Id do dispel magic then nothing would have a hope in hell of stopping my wizard. which is the way it really should be in DDO just as it is in PnP.
    Hope this was all sarcasm.

    One of the few good changes that has resulted from the differences between PnP and DDO is that casters aren't in leagues beyond non-casters. Yes, in DDO casters are clearly better than non-casters in many situations, but not in all, and not by anywhere near as big a gulf. In DDO we have casters insta-killing rooms of monsters, while melees wade through them, but in PnP those casters probably wouldn't even bother with the room in the first place. They'd open a Gate, Dominate, Magic Jar, or Sumilucrum someone else through the Gate, which would lead directly to the quest's objective, circumventing nearly all obstacles in the way, and achieve their goals from the comfort of the livingroom/laboratory. Or they would cast Time Stop, and do whatever they had come for while everyone is frozen in time. Or the caster would transform into a dragon, with DR, immunities, flight, strength, and all new attacks, in addition to their spells. Or Shapechange into a giant sphere of platinum 10 feat above the enemy battlefield and plummet, crushing everything in sight for enormous damage.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  19. #39
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    Quote Originally Posted by sephiroth1084 View Post
    Let's look at Haste. In PnP, you can only use Persistent Spell on Haste normally after you have attained level 17. Then, if you do Persist Haste, you're spending one of your 2 or 3 precious level 9 spell slots to do so, which are very powerful.
    Assumes it'd be a cheap sp cost, the equivalent of the lv 9 slot wouldn't be the sp to cast a lv 9 spell but much higher.
    It'd be more in line with the permanent cost archmages get for taking a SLA.
    In DDO we have other ways to balance spells and abilities, such as the cooldowns.


    Quote Originally Posted by Karavek View Post
    Did you know in advanced D20 PnP systems they dont even make you spend a feat for weapon finesse? and armor gives DR in those systems that weapon finesse attacks automatically bypass by rolling high enough with every swing.

    In other words its only archaic DDO that is still using the flawed non revised version of weapon finesse, even as they simulate the Armor DR system.
    Plain d20 is assumed flawed widespread because of the pitfalls of using it as it is and the success of sets that come already pre-balanced.
    But it's easy to forget one is not supposed to use every source at the same time, rather meant to pick what is appropiate for the setting.

    Thus where you keep the old finesse and basic core feats it is assumed they would not be made obsolete.
    If you introduce more str feats that bump str builds you should definitely add improved finnesse to help dex builds.

    If the setting allows it, you can indeed pick them all and still pull it right, provided there's something for everyone.
    Besides feats it goes for the subsystems as well, AC works fine if there's enoug AC options.
    The weapons system is very rich, but DDO makes people build and focus on a given weapon style.

    The so called revisions are natural steps of balancing, but it goes both ways.
    e.g. some feats and spells were made more useful or improved to be up to the task,
    whereas the powerful spells prone to exploit were revised to break em up, such as polymorph.


    Quote Originally Posted by sephiroth1084 View Post
    One of the few good changes that has resulted from the differences between PnP and DDO is that casters aren't in leagues beyond non-casters. Yes, in DDO casters are clearly better than non-casters in many situations, but not in all, and not by anywhere near as big a gulf.
    As i said above, where one class gets powerful the rest of the party should be powerful as well.
    Books tipically favoured arcanes so it tends to fall in the DMs hands. WotC can be blamed for part of this.
    Where wizards have more magic, the melees would be fully equipped with magical gear, and such.
    So WotC messed up with the books, making things difficult to balance and in DDO turbine messed D&D by catering to the MMO roles too much.
    That means less repertoire for customization, more power creep for the archetypal roles.

  20. #40
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    Quote Originally Posted by donfilibuster View Post
    Assumes it'd be a cheap sp cost, the equivalent of the lv 9 slot wouldn't be the sp to cast a lv 9 spell but much higher.
    It'd be more in line with the permanent cost archmages get for taking a SLA.
    In DDO we have other ways to balance spells and abilities, such as the cooldowns.
    If you look back at the example I used with Haste, you'd see that even at a +100 SP cost, the feat would be better than taking Mental Toughness, Improved Mental Toughness, and Epic Mental Toughness for anyone that typically keeps Haste up on the party throughout a dungeon. If you also keep up Displacement on yourself, or Death Aura, or maintain Rage, you gain even more benefit. How much SP should it cost in order to not be much too strong? At what point does the cost outweigh the benefit?

    As i said above, where one class gets powerful the rest of the party should be powerful as well.
    Books tipically favoured arcanes so it tends to fall in the DMs hands. WotC can be blamed for part of this.
    Where wizards have more magic, the melees would be fully equipped with magical gear, and such.
    So WotC messed up with the books, making things difficult to balance and in DDO turbine messed D&D by catering to the MMO roles too much.
    That means less repertoire for customization, more power creep for the archetypal roles.
    Are you implying that the balance for non-casters should be that they are equipped with strong magical gear? If so, you're overlooking a major problem, as others who make this point do--the casters get gear, too.

    There needs to be class balance between the two roles, not loot balance. Tome of Battle made a pretty valiant attempt at this by giving melee characters supernatural stuff to do. It took WotC basically the entire lifecycle of 3.5 to finally get to the root of the problem and try to fix it: people envision warriors, rogues and such doing typical human things...swinging a sword, maybe jumping down the stairs, but not really dong anything superhuman (that's what casters are for), but that line of reasoning ends up with fighters performing largely the same way at level 20 as they did at level 6, while wizards gain the power of the cosmos and imagination at their fingertips. Eventually, you need to start looking for ways to allow melees to perform extraordinary feats that fit with their flavor, but keep some degree of parity with casters.

    DDO has started doing that a tiny bit with things like the Dreadnaught strikes (very Tome of Battle-y), but more needs to be done, and done before casters gain oodles of more power.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

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