Dragonshape DR

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CrazyJ
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Dragonshape DR

Post by CrazyJ »

Since we now have +6 weapons available to all, shouldn't the Dragonshape's DR be changed to /+6 so that it matches the claws?

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Post by Yonwe »

It's actually one of the things we're working on right now, somewhere in the pile of stuffs to get rebuilt into the module. It might be a while yet, but plenty of other stuffs will find their way in beforehand if it is.
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CrazyJ
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Post by CrazyJ »

Also, the Drider shape is exactly as good as my unbuffed normal druid form at level 16.... except that it's got several points less AC.
Why use it?

Minotaur shape has about 2 points more AB than my unbuffed normal druid shape...and 10 less AC. Why use it?

The unarmed shapes are of course not even in consideration due to the reduced damage.

watchwood
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Post by watchwood »

So ya, the point is that wat too many of the shifting shapes suck. Please make them at least worthwhile.
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CrazyJ
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Post by CrazyJ »

As one of the few Shifters on the server at the moment, I will be more than happy to demonstrate for any DMs/Devs. Send me a Tell ingame, port me to the Arena and I can demonstrate vs different types of enemies that currently Druid shape is better than any pre-Epic Shifter shape.

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Post by Metis »

The shifter issues are known and being worked on some more time is needed but the final tweaks are being ironed out.
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CrazyJ
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Post by CrazyJ »

I think I've posted the main suggestions I have, let me know if help testing is needed.

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CrazyJ
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Post by CrazyJ »

Hm. Undead Shape can be healed by Healing Kits, or by Harm/similar spells. However, when shifted into an undead shape, I cannot use healing kits on myself. This leaves regen as the only way to heal unless I have a good party member nearby.

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CrazyJ
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Post by CrazyJ »

Somebody rename this "The New Shifter Thread."

Certain shapes have special abilities with fixed DC. So far, I know that Basilisk (petrify gaze DC 12), Illithid (Mind blast (stun) DC 14), and Vampire (level drain DC 24) have this characteristic. The vamp DC isn't too bad against low-levels, but against high level enemies (zons, frost giants) it has no chance of working since their fort save bonus is higher than the DC. I can only assume that planar enemies saves are even higher. Illithid/Basilisk DCs are so low as to be useless even higher up on giant mountain. As long as shifters are being worked on, I'd like to see the DCs revamped so that they scale with level.

Proposed calculation:

Basilisk: DC = 12 + (SL)/2 Druid 10/Shifter 10 has DC of 15. Druid 10/Shifter 20 has DC of 20. Still on the low side, but since petrification is kinda buggy for PVP that's okay I guess. Makes it at least marginally usable at the low end.

Illithid: DC = 14 + (SL/2) Druid 10/Shifter 10 has DC of 19. Druid 10/Shifter 20 has DC of 24. Kinda low still but it at least improves a bit as you level.

Vampire: DC = 19 + (SL/2) Druid 10/Shifter 11 has DC of 25, same as current base. Druid 10/Shifter 20 has DC of 29.

The bases can be moved around a bit, but these abilities really need at least a bit of scaling with levels.

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Post by P. Fricebottle »

Well, those DCs are a bit low. Perhaps add ina bonus to DC from the Druid levels = Druid Levels/3. Also perhaps have another way to focus in those DCs.

Basilisk's Gaze: Improves with Spell Focus Feats in Transmutation and Wisdom Modifier/2. So say someone gets Epic Spell Focus Transmutation, thats a +6 to DC. A Druid 10/Shifter 30 would have a DC of 25 if no focus. A focus increases it to 31, and say someone gets their wisdom modifier high enough (with Owl's Insight you could get it up to 40 at least with a 15 Wisdom Modifier) and a +7 to DC which would get it to 38. Not too incredibly high but still good.

Illthid Mind Blast: Impoves with Spell Focus Feats in Divination (Spell School of Power Word, Stun). Also could improve with the Wisdom Modifier/2 as well.

Vampire Level Drain: Improves with Spell Focus Feats in Necromany and Wisdom Modifier/2 as well. This could allow for a DC of 48 or so at level 40.

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Post by Flailer »

I believe the DC on those effects are hardcoded. And, if they're changable (like in the .2da file), they may not be changable via script, so if they can be increased, it'll have to be a constant DC for the effect. Have to check it later.
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