Greater Ruin DC

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LinuxPup
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Greater Ruin DC

Post by LinuxPup »

What's the story with the greater ruin DC being jacked up so high? DCs of 62+ for example. Seems like something you'd see in NS 3.5, but not in a medium magic server. Very very few characters can make saves like that... If I recall, epic spells are considered level 10 spells, so the DC should be 1 higher than an equivalently schooled level 9 spell.

Could it be set to behave like a lvl 10 spell?

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Mr. O'Dearly
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Post by Mr. O'Dearly »

was this a players greater ruin or jin was it from a monster like jin lance voo?
dcs are determined by
DC=10+spell lvl+ability modifier+misc feats

if it was a monster it may be due to them having an insane ability score which voo does.

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Joran
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Post by Joran »

Actually, Greater Ruin DC is fixed at 25 + stat modifier (INT, CHA, or WIS). I don't see how it could get up to a 65 DC.

ETA: Okay, now I see how that happened. Someone made a mistake in the function that determines the ability modifier, and it's using the spell caster's fort throw to determine DC for Ruin and Hellball. LOL. It'll be fixed momentarily.

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Post by lord_modred »

i think that would be a pretty rational step seeing as everyone makes powergamey builds with absurdly high saves *cough*onelevelpali*cough*
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Alain
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Post by Alain »

lord_modred wrote:i think that would be a pretty rational step seeing as everyone makes powergamey builds with absurdly high saves *cough*onelevelpali*cough*
Ummm, thats yesterdays news, Modred. You cant take just 1 level of paladin anymore.
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Post by lord_modred »

5 levels of paladin counts
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Post by Death Dealer1 »

so if its going to be fixed to what was originally supposed to be 25+ability modifier. does this mean those mobs that fling out 3 quickened hellballs like Jin Lance..will we have a chance to live thru this now?
if i didn't do it...someone else would have.

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Post by JesterOI »

25+abilityMOD seems a little low for an EPIC spell.
25 = level 9 spell + epic spell focus.
Nothing much special about that.
30+abilityMOD would be more fitting than 25+abilityMOD for a spell that is ueable only ONCE per rest.
The Epic Spell DC's should get some sort of boost to make them better than 25+abilityMOD.
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Post by Celorn »

I think no change really is needed anyhow... its not like it does enough damage to kill at full power anyhow, unless the target is already damaged enough by other means.

More often then not, I've seen greater ruin fail to kill (and even have seen people use it really poorly as a starting move *ahemredrumahem*). Plus in the case of relic raids by high speed high SR monks, it's pretty much the only spell that damages them.
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Post by kingfatzo »

Aye.... not often do i pull a full damage on a GR, usually it is resisted and does only about 100 damage, although when an enemy fails to resist it, the result is glorious :P
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Mr. O'Dearly
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Post by Mr. O'Dearly »

I agree with raising the dc on epic spells

Greater ruin at half damage does only 105 damage on average.

a 9th lvl maximized igms does 140 no save.

LinuxPup
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Post by LinuxPup »

You guys are nuts :)

No spell should have a DC that high... especially one that hits so hard. And a DC based on the caster's fort. save? hehe. Thanks for the fix Joran!

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Joran
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Post by Joran »

I dunno, Deity spells in PnP regularly get DCs up in the 200-300 range :-)

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Post by Sparky »

Why use a spell as a Diety when you can just Alter Reality? :twisted:

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Post by JesterOI »

Boredom, you want to have that 5% chance that the unexpected will happen.
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