2 Suggestions to Improve Melee/Caster Balance
- EvilIguana966
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2 Suggestions to Improve Melee/Caster Balance
1) For some reason enhancement boni are not increasing weapon damage. I don't know why this is, an enhancement bonus is supposed toi add to attack AND physical damage. This should be fixed.
2) Caster PCs and monsters should not have damage immunity/resistance to the same level as warrior classes. My suggestion is to get rid of the 5/- resistance off of caster items like robes. Perhaps divide armor into caster usable and melee usable, so monks could wear robes with damage resistance but mages could not, and clerics could wear high ac plate but wouldn't get the same huge damage resistance of a fighter.
Have to say though even in beta it's a damn fun mod, I just hope I get to see some newer looking areas eventually (old style nwn will get boring without some variety!).
2) Caster PCs and monsters should not have damage immunity/resistance to the same level as warrior classes. My suggestion is to get rid of the 5/- resistance off of caster items like robes. Perhaps divide armor into caster usable and melee usable, so monks could wear robes with damage resistance but mages could not, and clerics could wear high ac plate but wouldn't get the same huge damage resistance of a fighter.
Have to say though even in beta it's a damn fun mod, I just hope I get to see some newer looking areas eventually (old style nwn will get boring without some variety!).
The reason enhancement aint adding damage is a bug....pretty well known one too. In fact, there are weapons that(not 100% sure, but I think so) aint bugged like this, mainly the ones with 2 dmg types, morning stars, halberds, scythes, etc. This is because enhancement damage can be 2 types: Physical and the type of the weapon. So a scimitar +5 will have +5 slashing damage. A scimitar with +2 enchantment and +1d10 slashing damage bugs, the +2 enchantment adds +2 slashing damage, BUT 1d10 slashing damage is better, so the game adds 1d10 damage, and calls it a day. If you add all 3 damage types, 1d6 slashing, piercing and bludgeoning(for instance), the +5 enhancement suddenly becomes physical instead of slashing type, and does stack then. The most simple fix would be to avoid bonus damage types of the type of the weapon. Such as a morning star should have slashing damage bonus, A scimitar should have piercing or bludgeoning bonus and a halberd should have bludgeoning damage bonus.
And on suggestion 2, I think that there should be no damage resistance or immunity at all...but that points being argued about on another topic. Your suggestions are nice, but I think that its too much of a workaround, and that to just make battles itty bitty longer.
And on suggestion 2, I think that there should be no damage resistance or immunity at all...but that points being argued about on another topic. Your suggestions are nice, but I think that its too much of a workaround, and that to just make battles itty bitty longer.
- EvilIguana966
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Also..... I'd say a good 90% of the mobs I've fought so far have been resistant to slashing but not bludg. or pierce. All good exotic weapons are slashing, things like the [censored] sword or dwarven war axe (my focused weapon) which are popular with warriors, are made less useful than mundane simple or martial weapons. I think most monsters should be equally resistant to all types of damage (0/0/0 or 5/5/5/- etc) with some exceptions for variety and to force people to use their heads.
The enhancement thing needs to be fixed majorly too. I'm losing 3 damage every hit this way (using Greater Magic Weapon).
The enhancement thing needs to be fixed majorly too. I'm losing 3 damage every hit this way (using Greater Magic Weapon).
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- Pk Bait
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Erm, @ the above...you do know a lot of clerics take 4 fighter levels for another attack/round, so they'd get the soak armor anyways =/
Also, theres a reason most monsters have slashing resists, look at martial bludg weps, they're all weaker in dmg. The reason for the resists is actually the ballancing you're speaking against. 1d10 dmg [censored] sword/enemies have resists to vs 1d8 warhammer/no resists
Also, theres a reason most monsters have slashing resists, look at martial bludg weps, they're all weaker in dmg. The reason for the resists is actually the ballancing you're speaking against. 1d10 dmg [censored] sword/enemies have resists to vs 1d8 warhammer/no resists

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As a barbarian it takes precious feats to focus on any one weapon, so I don't.
I carry around a rapier, scimitar, and warhammer. I also carry around the 3 versions of the tower shields. I'd carry around 3 armors as well, but you can't change those in combat, so I stick with anti-slashing armor since slashing weapons seem to be the common ones.
As for two-handed options I carry a heavy-flail, greatsword, and a spear.
I carry around a rapier, scimitar, and warhammer. I also carry around the 3 versions of the tower shields. I'd carry around 3 armors as well, but you can't change those in combat, so I stick with anti-slashing armor since slashing weapons seem to be the common ones.
As for two-handed options I carry a heavy-flail, greatsword, and a spear.
scythe is slashing AND piercingEvilIguana966 wrote:I'd say a good 90% of the mobs I've fought so far have been resistant to slashing but not bludg. or pierce. All good exotic weapons are slashing, things like the [censored] sword or dwarven war axe (my focused weapon) which are popular with warriors, are made less useful than mundane simple or martial weapons.
dire mace is bludgeoning
kukri is piercing...
not to mention others...
every weapon that kills things efficently are popular with warriors...
but it seems that your [censored] sword and dwarven waraxe arent doing very well..
guess they arent popular...
since u liek to use the popular weapons u best move on to a new one i suppose.
Type post, tab tab enter, wait 4page 2 load, shift+tab tab enter, REPEAT!!!


I know people that use katanas...JesterOI wrote:Kukri is slashing
And why does every dumbass who takes exotic most times picks the [censored] sword? Why does no one pick the katana? They are the exact same, so no real difference... But does everyone want to be the same with [censored] sowrds?
The real reason less use katanas is because they used to be bugged...well I dont know if they still are, maybe...this is probably the reason most go [censored] sword, katanas with magical properties on them used to deal like 20% less damage. Shame on bioware if they didnt fix it.
Why would a fighter HAVE to focus in different weapons anyway? And dont tell me its to make bludgeoning weapons stronger. I can get 40% immunity and 10 resistance to bludgeoning if I want, so thats not true.
A heavy flail deals 1d10 damage and crits on a 19-20 x2. What does a greatsword do? 2d6 damage and the same critical. Why would anyone use a heavy flail over a greatsword? Cause flails make you look cool. On many pvp servers people use heavy flails for the sole purpose of showing how good they are, that they dont need overused weapons. Its no reason to say that because a flail deals 1 damage less minimum, and 2 damage less at maximum, that every monster should resist 10 slashing and have 40% slashing immunity, meaning any slashing weapon is pretty much useless. If someone wants to use a greatsword and deal 1-2 more damage, then he should be able to without running into lame monsters that he cant damage, while a mage hasnt even seen anything immune to IGMS yet.
mages only get robes as protection
all robes i've come across has either high resist to 1 damage type, or low resists to 2.
when fighting a mage, bring out the big guns. two handed weapons would cut thru stoneskin/premo pretty quickly (wm scythe even quicker
)
if that isn't good enough, play a paladin or cleric.
holy avenger ( +5 enchantment and dispels on hit) or greater magic weapon (+5 enchantment) is what you're looking for.
the devs spent time making almost all of the spells viable. one trick ponies won't cut it anymore
all robes i've come across has either high resist to 1 damage type, or low resists to 2.
when fighting a mage, bring out the big guns. two handed weapons would cut thru stoneskin/premo pretty quickly (wm scythe even quicker

if that isn't good enough, play a paladin or cleric.
holy avenger ( +5 enchantment and dispels on hit) or greater magic weapon (+5 enchantment) is what you're looking for.
the devs spent time making almost all of the spells viable. one trick ponies won't cut it anymore

- Sofa King Canadian
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