Favored Class Diversity
heh yeah this is hysterically true. pnp drow all have darkvision permanently... their natural state is darkness and that's why they get all the light penalties.Thorac wrote:i have an idea about drow, they are ecl3 but the major problem is they have a darkness token but can't see in the dark. Is there anyway to add uv to the token that last the same as the darkness 1\hour per lvl i think it is. Just silly to be a race that lives in the dark but cant see in darkness.
i always thought it was weird that they cant see in the dark and yet they cant see in the light.
Drow have darkvision, allowing them to see in darkness. The innate ability of darkness has always aided drow, not because they can see in it and others cannot, but because NO-ONE can see in it! This was always offset by the given fact that drow were always trained in blind-fighting, where their enemies were not.Thorac wrote:i have an idea about drow, they are ecl3 but the major problem is they have a darkness token but can't see in the dark. Is there anyway to add uv to the token that last the same as the darkness 1\hour per lvl i think it is. Just silly to be a race that lives in the dark but cant see in darkness.
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Lorkar1
Since this post is getting hijacked, thanks btw.
How about a cooldown period like potions except instead of a percentage of effectiveness it would be a percentage of either failure or reduction in hide/MS ability.
Or a 1 round per use.
And yes All american you are right, any build has a counter and with the exception of the pure bard any anti sd build will have quite the time dealing with anything else. I always thought the idea behind NS4 was to get away from the one trick pony. Guess I was wrong.
How about a cooldown period like potions except instead of a percentage of effectiveness it would be a percentage of either failure or reduction in hide/MS ability.
Or a 1 round per use.
And yes All american you are right, any build has a counter and with the exception of the pure bard any anti sd build will have quite the time dealing with anything else. I always thought the idea behind NS4 was to get away from the one trick pony. Guess I was wrong.
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Lorkar1
My big beef with SD's lies solely in their ability to spam HiPS multiple times in one round in free action. This makes them effectively untargetable to all but elven spotters. How many other abilities in NWN can be spammed in free action. As far as combos go the ranger/rogue/sd or the ranger/monk/sd combos are deadlier than the bard sd at least IMO.
Re: Favored Class Diversity
Since the search function probably returns too many posts on the subject. I'll post the recap. HIPS is hardcoded and cannot be changed without a HAK PACK.
Also, off on a tangent, and forgive me, as this reponds to the post made in the non-transferred forum. Did forcing PM's to be evil and making them vulnerable to a relatively rare form of damage and an easily resisted form of damage make them go down very fast? I'll concede the Smite Evil if you bring that up, but the rest sounds like conjecture unless you can provide us with hard numbers, and effectively compare it against a similar non-PM build.
Also, off on a tangent, and forgive me, as this reponds to the post made in the non-transferred forum. Did forcing PM's to be evil and making them vulnerable to a relatively rare form of damage and an easily resisted form of damage make them go down very fast? I'll concede the Smite Evil if you bring that up, but the rest sounds like conjecture unless you can provide us with hard numbers, and effectively compare it against a similar non-PM build.
Serving NS4 proper as Lathander and Sleeth as Bahamut.
Yes, I'm a DM, but your build still sucks.
Yes, I'm a DM, but your build still sucks.
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Lorkar1
Re: Favored Class Diversity
I am pretty sure a 50% vulnerability to fire and divine along with smite evil would be classified as bringing down PM's rapidly. You say rare? Divine? Its only in just about every clerics repertoire. Fire easily resisted...sure IF you dont have a 50% vulnerability to it. And as far as effectively comparing it to a similar build, how about the RDD? Immunity to Crit notwithstanding, similar in AC, huge bonus to stats (instead of summons) and...and immunity to fire and paralysis...yet no vulnerability to cold. Just my two cents...
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Amoenotep
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Re: Favored Class Diversity
% vulnerabilities can be stacked from gear where as the solid DR can not...so, we implemented a % vulnerability that could be easily offset with preparation. RDD's don't really get a huge ac bonus as the PM does. consistently and lvl after lvl. the only thing an RDD gets post lvl 10 is an increase in breath weapon that we've added in.
as far as the SD build that took out multiple high lvl chars, i'd say that was a very exceptional build to stave off that many players and builds on its own. i have yet to see everyone on the server have a SD that can compare to one like that.
as far as the SD build that took out multiple high lvl chars, i'd say that was a very exceptional build to stave off that many players and builds on its own. i have yet to see everyone on the server have a SD that can compare to one like that.
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Lorkar1
Re: Favored Class Diversity
RDD gets an AC boost every 5 levels after 10, +5 at 30 RDD. While not the same as PM's is probably the closest next to bards bonuses to AC.
Re: Favored Class Diversity
the divine/fire damage vulnerability is quite effective vs at least my pm. divine is not a rare form of damage.. there are several spells that deal divine and in melee my pm has taken 30-50 divine damage PER SWING from a pure pally. that's not including any other damage types from the hits! its not all divine might either as some of it was random (not a fixed amount per round.. holy sword?). firestorm/flame strike are all fire AND divine.. they double pump the nerf. for what it's worth.. gary had scorched my pm to the ground on a few occasions with firestorm... BEFORE the vulns were added.Sparky wrote: Also, off on a tangent, and forgive me, as this reponds to the post made in the non-transferred forum. Did forcing PM's to be evil and making them vulnerable to a relatively rare form of damage and an easily resisted form of damage make them go down very fast? I'll concede the Smite Evil if you bring that up, but the rest sounds like conjecture unless you can provide us with hard numbers, and effectively compare it against a similar non-PM build.
I would routinely thrash this particular pure pally, until he got divine melee damage going, and now its no contest in the other direction.
on that note, i was looking into some counter strategies and it turns out pure pallys also get divine damage vulnerability (15%?). however there is no effective way to take advantage of that, because they ALSO get immunity to spells level 6 and below (cuts out the main divine damage spells). that leaves firestorm (half divine for 10d6, the divine grace pally WILL make his save... 5d6 damage.. average=15.) same for sunburst i believe.. which deals 3d6 divine if i recall correctly. divine might according to linuxpup ignores both vulnerability and resistance to divine, so its a wash there.
so essentially pure pally was given a "vulnerability" that was then effectively neutered with other powers.
Re: Favored Class Diversity
Thank you Disastro. Can you provide more specifics about your build? Levels, AC, AB, Saves, Pertinent Feats, Gear Choices, Buffs, fighting style?
The random Divine Damage would be causes by Holy Sword, and if an NC character, there Job token which grants between 1D4 and 1D6 Divine damage against evil depending on the weapon type. Divine Might would be a fixed amount. It would be very common for a Paladin with Holy Sword and Divine Might to be able to routinely put over 30 Divine Damage against evil and more with crits.
For Paladins, that vulnerability was given to make some of their own abilities more painful to use.
The random Divine Damage would be causes by Holy Sword, and if an NC character, there Job token which grants between 1D4 and 1D6 Divine damage against evil depending on the weapon type. Divine Might would be a fixed amount. It would be very common for a Paladin with Holy Sword and Divine Might to be able to routinely put over 30 Divine Damage against evil and more with crits.
For Paladins, that vulnerability was given to make some of their own abilities more painful to use.
Serving NS4 proper as Lathander and Sleeth as Bahamut.
Yes, I'm a DM, but your build still sucks.
Yes, I'm a DM, but your build still sucks.
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Re: Favored Class Diversity
also the immunity to 6th and lower level spells is only effective for a short duration (cha mod rounds) so unless it was a smiter build 10 - 12 rounds will be average a smiter will prolly have 15 to 20 cha mod.
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Re: Favored Class Diversity
i'll send you a pm with the details to preserve state secretsSparky wrote:Thank you Disastro. Can you provide more specifics about your build? Levels, AC, AB, Saves, Pertinent Feats, Gear Choices, Buffs, fighting style?
The random Divine Damage would be causes by Holy Sword, and if an NC character, there Job token which grants between 1D4 and 1D6 Divine damage against evil depending on the weapon type. Divine Might would be a fixed amount. It would be very common for a Paladin with Holy Sword and Divine Might to be able to routinely put over 30 Divine Damage against evil and more with crits.
For Paladins, that vulnerability was given to make some of their own abilities more painful to use.
Re: Favored Class Diversity
in my experience the duration was long enough to be decisive in several pk skirmishes (long enough to win or come close enough & rest).Aarkon Draco wrote:also the immunity to 6th and lower level spells is only effective for a short duration (cha mod rounds) so unless it was a smiter build 10 - 12 rounds will be average a smiter will prolly have 15 to 20 cha mod.
