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Marah Telexus
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Post by Marah Telexus »

Funny, my first char I built with dev crit in mind, now i have great cleave and overwhelming critical...both of which i consider worthless if they were not prereq's for dev crit. But if dev crit is put in, im one feat away :twisted:

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Netrom.dk
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Post by Netrom.dk »

The problem is that Dev crit cant be modified! you cant change the dc to something that would be suitable.

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deathdearler1
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Post by deathdearler1 »

yeah, i think i remember from sometime or another that it was hard coded and the only way to really change it was to try and re-write all the code around it......with the back up on time and updates we are already i don't see it happening.
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Post by Girl »

Is dev crit really that powerful? I've never used it, but if something is still alive after an overwhelming crit hit, along with all the other blows that it has probably taken so far, then that'd be a bit of a fluke. If it is still alive, then it'd probably need to have a pretty big con for such a highnumber of HPs, meaning that it could probably resist the dev crit fort check without too much trouble.

Again, I've never seen it in action, but it may not be the uberpowerful feat people think it is.
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deathdearler1
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Post by deathdearler1 »

the point isn't that its an uber powerful feat. since you've never used it you have to understand that one fort save isn't that bad. the uber comes in when you add in the fact that someone goes weapon master in kurki, rapier, and scimitar with a crit range ending up in 10-20 that means that you have to make a fort save or die almost every single hit that someone makes. you can't roll enough every time, and for ppl with low con scores that means they will die every single time.
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Post by Elagneros »

deathdearler1 wrote:the uber comes in when you add in the fact that someone goes weapon master in kurki, rapier, and scimitar with a crit range ending up in 10-20 that means that you have to make a fort save or die almost every single hit that someone makes.
Yeah, it's not so much the feat that's uber, but the builds that rely on it that tend to go uber. Dev crit requires improved crit, so that means the character using it will crit more often with the given weapon than normal. At the very least, there'll be a crit on a roll of at least 19. Now throw in a high crit range weapon like a kukri, rapier, or scimitar, and that crit range is 15-20, which is a 25% chance of critting. Then add the fact that pretty much every weapon for level 16 and up in NS4 has the keen property, and the added crit bonuses frpm theWM, and you can see just how ugly dev crit gets. Monsters become seriously less challenging, and pvp unbalanced when you've got a 50% of landing a blow that has a good chance of causing instant death.
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Post by Girl »

Fair enough.

I just figured that the damage they do would be insta death anyway, making the dev crit redundant. But like I said, no experience with it, so bla.

Aren't there spells that cause death on a fort save? Have they been removed too? Forgive my ignorance. I'm not a big D&D player.
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trent
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Post by trent »

Nope ... you got mages spamming wails and clerics with destruction .... druids got the finger ..... monks have quivering palm or whatever its called .....fighters just got the short end of the stick .... maybe some pure class weapons amd or armor for the poor fighters might even some things out .... maybe make dev crit only for pure fighters .... hell i think even a pure fighter with dev crit going up agaist a cleric or mage would still have one hell of a fight on his hands

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Post by AggieDan »

And to keep things more balanced you *COULD* try making that armour class restricted.

Though, I'm not sure how that would work for a mage that takes one level of fighter for the heavy armour proficiency. Maybe it would require some additional scripting to work correctly.

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Post by Flailer »

"This is the tread that never ends.
Yes it goes on and on my friends...!"

Conservation efforts are appreciated, but really, we can make more threads. We even have several lovely forums to choose from!
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[And, honestly, it makes finding information easier later if stuff is in separate threads]
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Post by Elagneros »

Girl wrote:Aren't there spells that cause death on a fort save?
Yes there are. However, a caster only gets so many he or she can cast before needing to rest. There are also spells that counter some of the death spells. However, since a fighter doesn't need to rest as often as a caster, he can dev crit more than they can cast death spells.
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trent
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Post by trent »

Girl brings up a good point .... why not just yank all death related spells and abillities ...

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Post by fullthrottle »

why not just yank all mages, druids and clerics NOT!!!
sorry kinda of a flame but hey i like my FoD :twisted:
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Post by Kromix »

why not just shut down the server O.o


Just kidding...



LOL i got everyone's attention :p



well... uh.... :)
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Post by Girl »

trent wrote:Girl brings up a good point .... why not just yank all death related spells and abillities ...
:D I made a good point!

Rather than trimm things down, how bout increase teh availability of items that defend against these attacks. More fort save bonus items and more items that increase your save agaist death.

I think people will always be happier when defences are increased rather than when their powers are trimmed.
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