Of the 4 sources to improving the results of casting spells, which can we control?
Ability Mod: Yes, but must be from charactor creation.
Feats: Yes, it requires CHOOSING not to use Spell Focus.
Enhancements: Yes, but again, it requires choosing not to pile on everything you can find.
Magic Items: I think I made my point.
We just have to determine how much is "enough".
If anyone knows where to locate information on Monster Savings Throws, please share.
As I am just starting to learn the mechanics, it seems that if a characters Spell DC modifiers are equal to a monsters Saving throw, it would render a 50-50 chance of success.
Have a read through the various links in this start page.
The difficulty levels should be named casual, casual+, normal and elite(50%+ quests just hard)
Casual, casual+ normal and extreme elite. I remember Fricko repeatedly saying lets try epic elite, so laughing i said lets go and ONE kobold later we recalled never for epic elite to be mentioned again.
Magic users are supposed to be able to kill quick, they are weak toe toe and if no-one is there to protect them(kill the monster 1st). Then i hope you have haste or exp retreat ready. They run out of sp, since when did a sword or arrow run out?
I suggest the arcane spell casters just use buff spells in 1 quest and see if the others can do without their awesome killing potencial.
Like has been mentioned not all monsters are the same, you've all seen purple/yellow damage. So you have a non auto win mechanic already. Monsters with spell resistance have kinda 2 saving throws, that spell pen save does NOT automatically fail or win on a 1 or 20. Also some spells have 2 saving throws to resist their effects such as,
Specialising in a certain school of magic e.g palemaster negative energy or a fire savant sorc. Has its +'s and -'s. On my sorc i can cast a firewall and keep pulling monsters through it, so 1 spell 5-10-20 monsters dead. BUT against other monsters, yes you various type Blackbone skeletons who have killed me twice today. I have to change tactics and use up a lot more SP in the process. Also i have weakened spellpower penalty in other elemental schools so again a non auto win mechanic.
Remember many monsters, esp red/orange named have protection against different spells. Again a non auto win mechanic already in place.
It baffles me all this nonsense when i read 'that quest was easy' 'only 1 survived that quest', isn't that alone the best non auto mechanic available.
Just awestruck, wether it be a Dragon flying overhead Stormreach, that glowing character who just zoomed in'n'out of the Pub, or that i can drink a Beholder under the table and best of all rescuing Damsels in distress.
My point being it is always fun to watch the arguments about "the other guy" being too powerful, so let's nerf him for the good of the group. You guys jumped all over Cogs recently for NOT failing traps often enough. It's always easier to point out the balance issues in someone else's character.
In short: some quests are easy, some are hard, some are very hard. Just because quest A is easy that doesn't mean quest B will be easy. Just because quest B is hard, it doesn't mean quest C will be hard. Trying to find a goldilocks zone in DDO is an impossible task.
This is a condensed overview how just traps have been handled in this thread:
1. Gear is too overpowered, we must limit the player's gear.
2. Traps are too hard to find with the gear limitations, the trapper must be given an 'admin' item to compensate.
3. Traps are too hard to find and disable on elite, we must play on normal difficulty.
4. Traps are still hard on normal at level, we must play on normal with character levels over the quest level.
5. Traps are too easy to find and disable on normal with over-level characters, we must start restricting enhancements so the trapper can actually fail them again.
Instead of trying to tweak the mechanics on a micro level, it is much simpler to tweak the difficulty setting. Which is in fact how the game is designed to be tweaked. Feel like a challenge, go in on elite at level. Feel like a breeze go in on normal. Heard that quest was easy? Go in on elite. Had a rough time in that quest on elite? Go in on hard or normal.
Last edited by Magiker; 12-09-2013 at 05:08 PM.
Yet the first time intruder brings up something that affects your character, there is no middle ground, it will be a challenge, whatever.
Just thought it was both ironic and funny.
Thanks for the insight on DC's guys. I am very familiar with that, but what I asked for was concerning any particular Monster Save bonuses.
I realize they vary and I wonder if Turbine coded then using D&D data as a base.
And before you ask, there is only 1 Difficulty Level. The others are irrelevent.
Also, don't forget that saves, like hp, are also affected by dungeon scaling. So 'normal' with 1 player is easier than normal with 4 players which is easier than normal with 5-6 players.
Last edited by Magiker; 12-10-2013 at 04:35 PM.
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