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  1. #1
    Community Member
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    Nov 2017
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    Default Improved Precise Shot Solution

    So, changes are being made to IPS and some people support them, some are unhappy, and the rationale is middling at best.

    I have a solution to the entire issue:

    Make the feat work like it's supposed to work:
    Improved Precise Shot [General]
    Prerequisites
    Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

    Benefit
    Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

    In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

    Normal
    See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

    Special
    A fighter may select Improved Precise Shot as one of his fighter bonus feats.

    An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    Yes, you'll have to add grappling, which is good, because then you can make Monks what they're supposed to be instead of a cheap SF/MK knock off.

  2. #2
    Community Member
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    Jun 2006
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    5,863

    Default

    Sooo you want to make it only affect stats that dont actually exist in DDO, or are already negated by True Seeing, which 99% of ranged characters all have...

    Super plan +1

  3. #3
    Community Member
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    Jul 2016
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    Default

    My solution for IPS is a little more complicated.

    Don't change it.

  4. #4
    Community Member
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    Dec 2009
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    31

    Default

    My solution would be leave the nerf as it is just make shots pass through every thing in straight line of fire and do damage without the current clunky hard targeting stuff at the back of fight so you target a mob and anything in the line of fire to max range gets hit before or after the target. Lower damage but easier to hit more targets equals a sensible trade off.

  5. #5
    Hero JOTMON's Avatar
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    Oct 2008
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    Orillia, Ontario
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    Default

    Quote Originally Posted by Pyed-Pyper View Post
    My solution for IPS is a little more complicated.

    Don't change it.
    ^This FTW
    Argo: Degenerate Matter - 200
    Jotmon (HC 30/42 , RC 36/36 , IC 12/21 , EC 29/36 , RP 85/158)
    Jotlock (HC 38/42 , RC 0/36 , IC 15/21 , EC 36/36 , RP 36/158..favor toon)
    Whatthetruck (HC 38/42 , RC 19/36 , IC 15/21 , EC 19/36 , RP 63/158)

  6. #6
    Community Member Kutalp's Avatar
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    Dec 2016
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    Gates of the Multiverse club
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    Default

    The real solution to issue would be Volley shot which would let the players set the angle before firing the arrows. Not a single arrow naturally. Not a direct shot aswell.

    Additional bonuses if there is another archer beside the other archer. Extra damage and enlarged radius and more number of arrows.

    Just random thoughts.

    Last edited by Kutalp; 01-31-2020 at 07:09 PM.

  7. #7
    Community Member Sam1313's Avatar
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    Jun 2012
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    Cannith Server
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    1,012

    Default

    IPS should be left alone.
    Swift Silent Death from Afar. Long Range Death.

  8. #8
    The Hatchery GeneralDiomedes's Avatar
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    Oct 2006
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    Calgary, AB
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    Default

    Damage should reduce after every mob that is hit. For example first mob 100%, second 85%, third 70%, fourth 65% etc. At least there would be some physical logic to it, and a natural limit to how many you can hit.

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