Module item properties

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Flailer
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Module item properties

Post by Flailer »

Here it is - our internal document for laying out item properties.

We're interested in your feedback for item caps (assuming that they'd be changable considering the amount of work that would have to go into them)

And, keep posts on topic please - we'll be deleting with impunity.

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Level 1-4: (ITEM_POWER_MINOR) Masterwork Iron: Level 1
Weapons:
One-handed:
Massive Crits: 1d4
Bonus Damage: 1d4
Two-handed:
Massive Crits: 1d6
Bonus Damage: 1d6
Double-ended:
(no change)
Bows:
Massive Crits: 1d4
Stat Bonus on Items: (ie, STR bonus)
+1
Skill Bonus on Items:
+1

Crafted Differences:
One-handed: Massive Crits: 1d6
Two-handed: Massive Crits: 1d8
Weight Reduction: 60% [Applies for Armor (Med. and up), Shields, and Weapons]

Level 5-8: (ITEM_POWER_LESSER) Masterwork Steel: Level 2
Weapons:
Elemental Damage: 1 (optional)
One-handed:
Massive Crits: 1d6
Bonus Damage: 1d6
Two-handed:
Massive Crits: 2d4
Bonus Damage: 2d4
Double-ended:
Damage Imm: 5%
Bows:
Massive Crits: 1d6
Armors:
AC Bonus: +1
Damage Imm: 5%
Damage Imm (elemental): 5% (optional)
Shields:
AC Bonus: +1
Damage Imm: 5%
Damage Imm (elemental): 5% (optional)
Stat Bonus on Items: (ie, STR bonus)
+2
Skill Bonus on Items:
+2

Crafted Differences:
One-handed: Massive Crits: 2d4
Two-handed: Massive Crits: 1d10
Weight Reduction: 60%

Level 9-12: (ITEM_POWER_MEDIUM) Enhanced Steel: Level 3
Weapons:
Enhancement Bonus: +1
1d2 elemental damage (optional)
One-handed:
Massive Crits: 1d8
Bonus Damage: 1d8
Two-handed:
Massive Crits: 2d6
Bonus Damage: 1d10
Double-ended:
5% damage imm
Bows:
+1 Attack Bonus
+1 Mighty
Massive Crits: 1d8
Armors:
AC Bonus: +2
Damage Imm: 10%
Damage Resist: 5
Damage Imm (elemental): 10% (optional)
Shields:
AC Bonus: +2
Damage Imm: 10%
Damage Resist: 5
Damage Imm (elemental): 10% (optional)
Stat Bonus on Items: (ie, STR bonus)
+3
Skill Bonus on Items:
+3

Crafted Differences:
One-handed: Massive Crits: 1d10
Two-handed: Massive Crits: 2d6, Keen
Weight Reduction: 60%
Elemental Imm: 10%

Level 13-15: (ITEM_POWER_GREATER) Enhanced Mithril: Level 4
Weapons:
Enhancement Bonus: +2
1d4 elemental damage (optional)
One-handed:
Massive Crits: 1d10
Bonus Damage: 1d10
Two-handed:
Massive Crits: 2d6
Bonus Damage: 2d6
Keen
Double-ended:
10% damage imm
Bows:
+2 Attack Bonus
+2 Mighty
Massive Crits: 1d10
Armors:
AC Bonus: +3
Damage Imm: 15%
Damage Resist: 5
Damage Imm (elemental): 15% (optional)
Shields:
AC Bonus: +3
Damage Imm: 15%
Damage Resist: 5
Damage Imm (elemental): 15% (optional)
Stat Bonus on Items: (ie, STR bonus)
+4
Skill Bonus on Items:
+4

Crafted Differences:
One-handed: Massive Crits: 1d12, Keen
Two-handed: Massive Crits: 2d8
Weight Reduction: 60%
Elemental Damage: 1
Elemental Imm: 15%

Level 16-20: (ITEM_POWER_MAJOR) Imbued Mithril: Level 5
Weapons:
Enhancement Bonus: +3
1d6 elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d6
Bonus Damage: 2d6
Two-handed:
Massive Crits: 2d10
Bonus Damage: 2d10
Double-ended:
5% damage imm, 5/- damage resist
Bows:
+3 Attack Bonus
+3 Mighty
Massive Crits: 2d6
Armors:
AC Bonus: +3
Damage Imm: 25%
Damage Resist: 10
Damage Imm (elemental): 25% (optional)
Shields:
AC Bonus: +3
Damage Imm: 25%
Damage Resist: 10
Damage Imm (elemental): 25% (optional)
Stat Bonus on Items:
+5
Skill Bonus on Items:
+5-7 (depends on if it's rings or helms, etc)

Crafted Differences:
One-handed: Massive Crits: 2d6
Two-handed: Massive Crits: 2d10
Weight Reduction: 60%
Elemental Damage: 2
Elemental Imm: 25%

Level 21-24: (ITEM_POWER_MINOREPIC) Silver Mithril: Level 6
Weapons:
Enhancement Bonus: +4
1d8 elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d6
Bonus Damage: 2d8 [16 Damage total (ie, 2d6 of one type + 1d4 of another or 1d10 + 1d6)]
Two-handed:
Massive Crits: 2d10
Bonus Damage: 2d12
Double-ended:
10% damage imm, 5/- damage resist
Bows:
+4 Attack Bonus
+4 Mighty
Massive Crits: 2d6
Armors:
AC Bonus: +4
Damage Imm: 25%
Damage Resist: 15
Damage Imm (elemental): 25% (optional)
Shields:
AC Bonus: +4
Damage Imm: 25%
Damage Resist: 15
Damage Imm (elemental): 25% (optional)
Stat Bonus on Items:
+6
Skill Bonus on Items:
+6-8

Crafted Differences:
One-handed: Massive Crits: 2d8
Two-handed: Massive Crits: 2d12
Weight Reduction: 60%
Elemental Damage: 3
Elemental Imm: 25%

Level 25-29: (ITEM_POWER_LESSEREPIC) Golden Mithril: Level 7
Weapons:
Enhancement Bonus: +5
1d10 elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d8
Bonus Damage: 2d10
Two-handed:
Massive Crits: 2d12
Bonus Damage: 2d12 + 1d6 (of a different physical damage type)
Double-ended:
10% damage imm, 10/- damage resist
Bows:
+5 Attack Bonus
+5 Mighty
Massive Crits: 2d8
Armors:
AC Bonus: +5
Damage Imm: 25%
Damage Resist: 15
Damage Imm (elemental): 25% (optional)
Shields:
AC Bonus: +5
Damage Imm: 25%
Damage Resist: 15
Damage Imm (elemental): 25% (optional)
Stat Bonus on Items:
+7
Skill Bonus on Items:
+7-9

Crafted Differences:
One-handed: Massive Crits: 2d10
Two-handed: Massive Crits: 2d12
Weight Reduction: 60%
Elemental Damage: 4
Elemental Imm: 25%

Level 30-34: (ITEM_POWER_EPIC) Imbued Adamantine: Level 8
Weapons:
Enhancement Bonus: +6
1d12 elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d10
Bonus Damage: 2d12
Two-handed:
Massive Crits: 2d12 or 14-15 Straight Dmg
Bonus Damage: 2d12 + 1d12 Other dmg type
Double-ended:
15% damage imm, 10/- damage resist
Bows:
+6 Attack Bonus
+6 Mighty
Massive Crits: 2d10
Armors:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 25% (optional)
Shields:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 25% (optional)
Stat Bonus on Items:
+8 - Max
+5 Max Natural Armor
+5 Max Dodge
+5 Max Deflection
Skill Bonus on Items:
+8-10
Glove Bonus
+7 AB
1d6 x 3 elemental
2d12 Bludgeon Dmg
2d12 Crits

Crafted Differences:
One-handed: Massive Crits: 2d12
Two-handed: Massive Crits: 2d12
Weight Reduction: 60%
Elemental Damage: 5
Elemental Imm: 25%

Level 35-39: (ITEM_POWER_GREATEREPIC) Silver Adamantine: Level 9
Weapons:
Enhancement Bonus: +7
1d8 x 2 different elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d10
Bonus Damage: 2d12
Two-handed:
Massive Crits: 2d12 (or, could go with a straight 17 massive crit)
Bonus Damage: 2d12 +1d12 alt dmg type
Double-ended:
15% damage imm, 10/- damage resist
Bows:
+7 Attack Bonus
+7 Mighty
Massive Crits: 2d12
Armors:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 30% (optional) w/negative
Shields:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 30% (optional) w/negative
Stat Bonus on Items:
+9
+5 Max Natural Armor
+5 Max Dodge
+5 Max Deflection
Skill Bonus on Items:
+9-11
Glove Bonus
+8 AB
1d8 x 3 elemental
2d12 Bludgeon Dmg
2d12 Crits

Level 40: (ITEM_POWER_ULTRAEPIC) Golden Adamantine: Level 10
Weapons:
Enhancement Bonus: +8
1d10 x2 different elemental damage (optional)
Keen
One-handed:
Massive Crits: 2d10
Bonus Damage: 2d10
Two-handed:
Massive Crits: 2d12
Bonus Damage: 2d12 + 1d12 Other dmg type
Double-ended:
15% damage imm, 10/- damage resist
Bows:
+8 Attack Bonus
+8 Mighty
Massive Crits: 2d12
Armors:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 30% (optional) w/ negative
Shields:
AC Bonus: +6
Damage Imm: 25%
Damage Resist: 20
Damage Imm (elemental): 30% (optional) w/negative
Stat Bonus on Items:
+10
+5 Max Natural Armor
+5 Max Dodge
+5 Max Deflection
Skill Bonus on Items:
+10-12
Glove Bonus
+9 AB
1d8 x 3 elemental
2d12 Bludgeon Dmg
2d12 Crits
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Post by Charles I »

Progression seems reasonable. A couple of things that may just be typos.
Level 10 1-hand bonus (2d10) is less than level 9 (2d12). Mass crit is the same, would think level 10 should be higher. Fixed damage amount for level 10 items would be good, maybe what the max die roll would be. No difference between level 9 and 10 armor and shields. Make level 10 have 35% immunity and maybe some weight reduction.

Next relates to enough is enough post in general. Suggested ILR.

Level Enhance Immunity Resistance Mass crit & damage bonus
1-6 none none none none
7-12 +1 5% none 1d4
13-18 +2 10% 4 1d6
19-24 +3 15% 8 1d8
25-30 +4 20% 12 1d10
31-36 +5 25% 16 1d12
37-40 +6 30% 20 1d20 or +15

Enhancement limits would also apply to abilities and skills.
Immunities and resistances could be elemental as well as physical.

sorry if this didn't format properly.

Some other thoughts. How about some custom ILR that require a certain number of levels of a particular class(es) to equip the item. eg. to use +6 plate you must have 30 levels of fighter or other specific class. This can also be done to prevent someone from using an item if they have any levels of a particular class. Tree Bark armor for druids that cannot be used if you have any levels of monk. Soulforge uses a system like this to restrict usage of specific higher power items. Another option would be to only allow pure class builds to use the +6 level items.

These suggestions are for NS5, wouldn't expect to see them implemented in NS4.
Last edited by Charles I on Sun Nov 19, 2006 12:52 pm, edited 1 time in total.

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Post by CrazyJ »

(semi-ON)

One problem with the current crafted weapons is that they have split damage types (ie 1d10 slash/1d10 pierce) on the bonus damage, and thus end up doing less damage against enemies with mixed resists (which most enemies and most players have).

(ON)

The resistances on double-ended weapons don't scale up very far, a higher flat resist and % resist would be nice.... it'd also make sense to have some be slash and some be bludge resist, since you can parry a slashing weapon pretty easily with anything that handles like a quarterstaff.


Since shields and DR are so important on NS4, I think that those who choose to add some variety and go without by using a two-handed weapon of any type should derive some benefit from doing so.... cap one-handed weaopns at +6, and allow ONLY 2-handers to be +7.

There is no need for +8 gear, level 40 is already uber anyway due to the increased BAB and saves, extra feats, better summons, etc. etc.

Item stat boost scaling should not go beyond level 30 (+8). This leaves room for stat boost spells, some benefit from barb rage, etc. In D&D, anything over +5 is semi-divine anyway....

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Post by JesterOI »

CrazyJ wrote:One problem with the current crafted weapons is that they have split damage types (ie 1d10 slash/1d10 pierce) on the bonus damage, and thus end up doing less damage against enemies with mixed resists
Actually that isn't quite right. It is only right as far as elemental bonus dmg goes.

A Rapier with 1d10 pierce, 1d10 slash, and 1d10 bludg actually does 1d6+3d10 pierce dmg, not mixed.

Paying attention to the base dmg type on the weapon let's you know what all bonus physical dmg on a weapon will be converted to.

It's better to have 2d12 peirce and 2d12 slash on a weapon instead of 2d12 peirce twice since the double 2d12's don't stack.

That works the same for dmg from enhancement bonus and bonus dmg.
A +5 Rapier alone will do an extra 5 dmg. However once you add bonus dmg that does on avg more than 5 dmg, the bonus dmg takes over and the extra dmg from enhancement is lost.
So, having a Rapier +5 with 1d10 slash dmg does 1d6+1d10+5 dmg while a Rapier using 1d10 pierce instead of slash only does 1d6+1d10.

So an idea for the devs as far as weapons goes would be: On Golden Mithril weapons and above don't use Bonus Physical DMG that is of the same dmg type as the base weapon. For dual dmg weapons (morningstars, halbeards, scythes) use elemental dmg instead of one of the physical dmg types.
Gold Mith Rapier would have +5 enhance and 2d10 slash instead of 2d10 pierce, etc.

Having 1handed weapons enhancement capped out at a lower level than 2handed weapons is definitely a good idea.
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Post by mgrjebbo »

Well what i thought that would be nice, is just to cap weapons at +4 and armor at +5. Along with a +4 max for stats/ac, and a +5 for skills on items.

This doesnt mean getting rid of all the weapons/armor and items above that, it just means scaling them back.

You can still have a gear progression, you just keep the other properties the same as they are now, just change the enchantment/bonus.

I know enchantment is relative but its increasing the power of the server that i dont personaly like so much. If you have a +6 you have to up the DR of stoneskin and the like.

So if all gear is capped at the above example those spells would work fine without having to mess with them a bit.

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Post by kgb »

I like the idea about focussing on variety. Please correct my assumptions if they are incorrect.

To make bosses harder usually they are enhanced with better gear, increased DR, high AC, increased SR and superior saves.


What this has tended to do is reduce the effectiveness of classes/builds outright. For example mages and clerics/druids find it difficult to damage even with spell foci and spell penetration and with no-save spells. Dex build suffer in that they cannot deal enough damage to breach the high damage resist.


While I believe the focus was to increase the effectiveness of melee builds in the planar areas and to discourage solo marauding by mages, clerics and druids with their pets and more partying, it has become a lot more difficult for certain builds.


To introduce more balance and increase variety in kitted out builds I would like to suggest the following implementations:


1. Finessable wpns be given increased base damage/elemental damage to compensate against high damage resistance. (i.e. more than currently and more than traditionally taken wpns)

2. Two-handed wpns be given increased damage resistance and immunities superior to those already introduced (appreciate the effort to introduce this!)

3. Less used armors i.e. Padded, Hide, Studded, Leather, Scale, Half-Plate be given higher enhancements and damage resistance and immunities to reduce the extremes of plate/shield and robes. (make it really attractive to build toons around these armor types)

4. A cap of +4/(+5 for bosses) on non-planar items with planar items restricted to majority +5, with +6 rare and +7 max (for planar bosses) very rare.

5. A focus on greater damage output and less defense on tough mobs and bosses. (it is much more exciting to face down crit crazy monsters like the Ice-Giant Warriors, Merfolk Imperials, Amazon Lanceresses + epic ones) so rather than increase their defense (DR, SR, AC) to keep them alive increase their damage output (spells, str) making a single-blow a life-ending event ;). This will encourage dexxers to take Epic Dodge and improved evasion for increased survivability and spellcasters have a use for Stoneskins, Premonition and Epic Wardings/Armor etc (at least <=25)

6. Increase damage output and duration on defense shields - wounding whispers, acid sheath, death armor etc.

7. Increase damage resisted for shields stoneskin etc.
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Post by JesterOI »

1. But, what if str builds use these weapons? Bang, all other weapons are now at a disadvantage.

2. The increased dmg to 2handed weapons was nice, but through observation and testing it is still VERY preferrable to use a shield. Add more dmg, not defensive stuff to 2handed weapons.

3. Fullplate gives 8armor ac + 1dex ac (assuming dex is high enough). That's 9ac + bonus ac. Almost all other armors excluding padded give a total of 8ac + bonus ac. Padded gives 1armor ac + 8dex ac. Easiest thing to do would be to remove full plate from the mod and use only halfplate and lower. This doesn't require a wipe, sure some fullplate will remain after conversion to halfplate and lower, but that's no big deal really.

4. No comment, only that +7 or more be used on 2handed weapons and the crappy 1handed weapons (dagger, light hammer, club, handaxe). All other popular 1handed capped at +6.

5. Maybe. I would prefer a toning down of HP and a slight bump in AC.

6. Wholeheartedly yes. Acid Sheath at level 33 does 1d6+11. There's a reason why no one uses these spells. They have been nerfed to virtual uselessness.

7. Damage reduction spells are good. I've already posted about these:
JesterOI wrote:Some ideas as to what focusing in a school could do for some spells...

Stoneskin: focusing in Abj could increase the +5 reduction and increase the dmg cap.
Example:
Focus = +6 reduction, 125dmg cap
GFocus = +7 reduction, 150dmg cap
EFocus = +8 reduction, 175dmg cap

Greater Stoneskin: focusing in Transmutation could do same as above.
Example:
Focus = +6 reduction, 200dmg cap
GFocus = +7 reduction, 250dmg cap
EFocus = +8 reduction, 300dmg cap

Premonition: focusing in Divination could increase the +5 reduction and give bonus to the 10dmg/lvl amount
Example:
Focus = +6 reduction, 12dmg/lvl
GFocus = +7 reduction, 14dmg/lvl
EFocus = +8 reduction, 16dmg/lvl
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Post by kgb »

JesterOI wrote:1. But, what if str builds use these weapons? Bang, all other weapons are now at a disadvantage.
Agree it won't stop melee builds taking these finessable wpns but the focus should be providing better damage dealing wpns to dex-builds. At present dex-based chars find it very difficult to penetrate DR.

When you look at the list of finessable wpns below there is only one that is used predominately (rapier), the second specifically because its the better option for monks (kama) the rest are hardly every used:

Daggers
Handaxe
Kama (used by monks to retain Monk AB bonus/progression)
Kukri
Light Hammer
Mace
Rapier (used for crit range)
Shortsword (used by rogue-types for dual wield or shortar$e halflings!)
Sickle
Unarmed Strike (ok not a wpn - but a glove effectively)

Increasing the damage output with or without increased elemental damage (for example an additional d6,d8 whatever, instead of the norm for that level) will encourage more use and be beneficial for dexxers.
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Post by JesterOI »

Being a dexer generally sacrifices DMG for AC...

Perhaps ask a Cleric and Bard to join your party?

Un/Holy Aura = 8 dmg
Bardsong = 10 dmg
Darkfire = 2d4 dmg
BullSTR = up to 3 dmg
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Post by Amoenotep »

DR spells can be made to fit into any world we want to. we just haven't done it yet. if we need G.stoneskin and Prem to cap at a +8 its really easy to do when you have the time. scaling all the weapons down to +4 to compensate for just these DR spells is a waste of progression, imho. a high lvl cleric can make a mundane weapon into a +5 or better sometimes.
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Post by JesterOI »

The +10 stat bonuses are too much I think.

There's already more than enough useless/near useless spells.

I guess +8 stat gear is out already. It should end there.

There's plenty of spells and other ways to get those last 4 points.

Casters have all kind of 1d4+1 stat bonus spells.

Druids have Aura of Vitality.

I don't see a need or use to have anything over +8 stat bonus on items, it would be taking more from the mod than adding.

If they must be added, have a -2 stat penalty in some other stat for every +1 stat bonus over +8. +10 stat bonus item has a total of -4 stat penalty to 1 or more other stats. +12 stat bonus item would have a total of -8 stat penalty total to one or more other stats. And, not something dumb like +12str/-8int.
Let it be something like +12str/-8con or -8dex. Or, +12str / -4con AND -4dex.
That would definitely be more interesting.
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Post by P. Fricebottle »

All these numbers make my head hurt...
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Post by Binkyuk »

JesterOI wrote:If they must be added, have a -2 stat penalty in some other stat for every +1 stat bonus over +8.
this is fine if you have all buffs, but most classes don't. It leaves you in the slightly crazy situation of it being better *not* to have the buff for the stat you want, but to have a different one. So druids are better off dex based because they can have +12 dex from boots, and can buff their str back up from the penalty.

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Post by JesterOI »

You're right. It would be better to make the caster classes further useless and bump the non-casters further.

Casters are already mired in mediocrity, we should hammer them down further and put that final nail in their coffin.

Let's just make warrior classes, bards, and clerics from now on.

If not for anything else but to stop the whining.
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Post by watchwood »

Maybe add the parry bonus to AC for anyone who's finessing their weapon? I know that many people love to complain about the ineffective dexers, but I think that by giving them that extra edge in survivability, it'd really help them out a lot. by adding to their ability to tank things.
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