Not Dev Crit.
Not Dev Crit.
since dev crit is disabled, can it be used as a blank slate ? I mean it's a script essentially fully of decision logic and blahblahblah, so it could be different yeah ?
for example a str ability modifier can only get to around +23 at max, so dev crit could (while completely worthless in it's original implementation) provide a passive bonus of +(.5xstr modifier) ?
or in less confusing terms a bonus of half strength modifier added to damage (as bludgeoning or or *weapon type*) for example.
or if not that, then something at least for the str tanks.
It just seems a bit unbalanced that a str toon has no top tier feat anymore (and by str toon I mean str in general not class related feats)
for example a str ability modifier can only get to around +23 at max, so dev crit could (while completely worthless in it's original implementation) provide a passive bonus of +(.5xstr modifier) ?
or in less confusing terms a bonus of half strength modifier added to damage (as bludgeoning or or *weapon type*) for example.
or if not that, then something at least for the str tanks.
It just seems a bit unbalanced that a str toon has no top tier feat anymore (and by str toon I mean str in general not class related feats)
Re: Not Dev Crit.
If it were it would have been.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
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Re: Not Dev Crit.
Mleh! Now I'm upside down......
Re: Not Dev Crit.
I like alot of the features as well but alas, it requires the CEP 2.0 hak. Which puts it out of the realm of NS4. 

I put the IO in socIOpath!


Lokey wrote:Yeah, ... I blame Tep in that case.


Re: Not Dev Crit.
I just asked Funky for general details. May not require a hak depending on how it's implemented: http://www.nwnx.org/phpBB2/viewtopic.ph ... ight=#9191
Would be a project. I'd rather wait to see what virusman thinks about a windows port before having to redo a bunch of things for Linux equivalents.
Would be a project. I'd rather wait to see what virusman thinks about a windows port before having to redo a bunch of things for Linux equivalents.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
Re: Not Dev Crit.
I was looking at that higher ground thing, and alot of stuff where cool, some blowd, but this: "Armor: Invisible Helms
- Helms can be equipped invisibly, allowing characters' heads to be seen, by using the !opt invishelm command." I'd love to see :p I'm tierd of 80% of the toons using merfolk helm....
- Helms can be equipped invisibly, allowing characters' heads to be seen, by using the !opt invishelm command." I'd love to see :p I'm tierd of 80% of the toons using merfolk helm....
Best Regards
VagaStorm
VagaStorm
Why would I want to count 12 hours twice? I’m perfectly capable of counting to 24, and while we’re at it, can someone go shoot named time zones. GMT+x is all we need!
Amoenotep wrote:if you die to harper that just means your build sucks.
Re: Not Dev Crit.
Sorry about the tangent but I would like to comment on the mod that was linked to previously.
Having played Higher Ground I would like to point out that it is almost akin to NS3.5 in power scale but it is so heavily modified that it takes a seperate degree to build effectively there. I really liked some of the level based modifications they did making heavy dedication in a class very rewarding. Almost every class benifits from Epic Levels and since they include Legendary levels even more bonuses are added for class levels over 40. They also include "Quasi Classes" for specific class combinations.
http://highergroundpoa.proboards3.com/i ... hread=6677
Probably the one thing we could take from Higher Ground is the way everything is documented. They even have a seperate optional hak that shows you in game what spells and feats have been changed and gives you the modified information when examined.
http://highergroundpoa.proboards3.com/i ... hread=6679
Overall this mod really had a completely different feel and in my opinion it didn't hold a candle to what we have here. Without actual PvP and the HUGE list of modifications this mod was almost like a completely different game and not based on D&D at all anymore.
As for Dev Crit, if we could make some of these unused feats worthwhile it would make some feat trees usefull. Other feats that should be looked into might include Circle Cick, Dirty Fighting, Overwhelming Critical. Some Skills should be looked at as well to allow even more customization. A few changes to a few unused feats and skills wouldn't be too bad but we have to be carefull not to fall into the same trap as Higher Ground and loose the original feel of the game.
Having played Higher Ground I would like to point out that it is almost akin to NS3.5 in power scale but it is so heavily modified that it takes a seperate degree to build effectively there. I really liked some of the level based modifications they did making heavy dedication in a class very rewarding. Almost every class benifits from Epic Levels and since they include Legendary levels even more bonuses are added for class levels over 40. They also include "Quasi Classes" for specific class combinations.
http://highergroundpoa.proboards3.com/i ... hread=6677
Probably the one thing we could take from Higher Ground is the way everything is documented. They even have a seperate optional hak that shows you in game what spells and feats have been changed and gives you the modified information when examined.
http://highergroundpoa.proboards3.com/i ... hread=6679
Overall this mod really had a completely different feel and in my opinion it didn't hold a candle to what we have here. Without actual PvP and the HUGE list of modifications this mod was almost like a completely different game and not based on D&D at all anymore.
As for Dev Crit, if we could make some of these unused feats worthwhile it would make some feat trees usefull. Other feats that should be looked into might include Circle Cick, Dirty Fighting, Overwhelming Critical. Some Skills should be looked at as well to allow even more customization. A few changes to a few unused feats and skills wouldn't be too bad but we have to be carefull not to fall into the same trap as Higher Ground and loose the original feel of the game.
Amoenotep wrote:i want your toon to be useless
Re: Not Dev Crit.
that was a part of what I meant.
if a feat with the dev crit requirements existed there would be reason to have power attack/cleave/greater cleave/overwhelming crit
I haven't seen greater cleave on NS4 before with the exception of one player that was new and had no idea that dev crit was disabled at wich point we advised him strongly to either remake his character or at least head in a different direction with it as overwhelming crit and dev crit serve no purpose.
there are other reasons to have power attack and cleave, no point to greater cleave though.
same with o/crit.
if a feat with the dev crit requirements existed there would be reason to have power attack/cleave/greater cleave/overwhelming crit
I haven't seen greater cleave on NS4 before with the exception of one player that was new and had no idea that dev crit was disabled at wich point we advised him strongly to either remake his character or at least head in a different direction with it as overwhelming crit and dev crit serve no purpose.
there are other reasons to have power attack and cleave, no point to greater cleave though.
same with o/crit.
Re: Not Dev Crit.
This is what the NS 4 Wiki has for Overwhelming Critical. I know Dev Crit is disabled, but it was my understanding that this is how Overwhelming Crit worked ont he NS 4 server.
Is this right or wrong?
Thanks
Is this right or wrong?
Thanks
Overwhelming Critical
From Neversummer 4 Wiki
Type of Feat: (Epic) General
Prerequisite: Str 23, 21st level, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack
Required for: Devastating Critical
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 and if the multiplier is x4, add 3d6.
Use: Automatic
Level 1 Human Nuisance.
Starting Feats: Beer Domain, Sleep Domain. Weapon Proficiency, Fork.
Skills: Concentration -2, Tumble 4, Bounce 4, Snore 2
Starting Feats: Beer Domain, Sleep Domain. Weapon Proficiency, Fork.
Skills: Concentration -2, Tumble 4, Bounce 4, Snore 2
Re: Not Dev Crit.
That is so, but you forgot a cusial part of the description:Heeza wrote:This is what the NS 4 Wiki has for Overwhelming Critical. I know Dev Crit is disabled, but it was my understanding that this is how Overwhelming Crit worked ont he NS 4 server.
Is this right or wrong?
Thanks
Overwhelming Critical
From Neversummer 4 Wiki
Type of Feat: (Epic) General
Prerequisite: Str 23, 21st level, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack
Required for: Devastating Critical
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 and if the multiplier is x4, add 3d6.
Use: Automatic
Since almost all if not all weps on ns4 has massive critical, the feat is totaly uselessAny weapon that has the property of massive critical will override any bonus you get from overwhelming critical.

Best Regards
VagaStorm
VagaStorm
Why would I want to count 12 hours twice? I’m perfectly capable of counting to 24, and while we’re at it, can someone go shoot named time zones. GMT+x is all we need!
Amoenotep wrote:if you die to harper that just means your build sucks.
Re: Not Dev Crit.
Ah, yes...for some reason my brain was thinking "mighty" not "massive". I now understand.
Level 1 Human Nuisance.
Starting Feats: Beer Domain, Sleep Domain. Weapon Proficiency, Fork.
Skills: Concentration -2, Tumble 4, Bounce 4, Snore 2
Starting Feats: Beer Domain, Sleep Domain. Weapon Proficiency, Fork.
Skills: Concentration -2, Tumble 4, Bounce 4, Snore 2