Rebuilding Answers

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*Gazoo
Posts: 145
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Gazoo »


wrote:Hehe my version of the build actually gets stronger remember rebuilds and +25 stat points and more fighter levels in in post 30 epics and accuraccy just spikes up more.
The simple fact of RoT is that the more you go into epics and high weapon/spell bonuses, the more throwing weapons get left behind. Cleric doesn't have many more abilities and spells than your average joe due to items. SL bonuses are overshadowed by weapon bonuses and won't stack if same type.
And ofc divine power scrolls.
Spear is not optimum, either. There is a cheese of cleric + monk, but that's a wisdom/combo issue, not specific to clerics or SL.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Neethanial,Aug 17 2016 wrote: The salamanders are the only things calculated into the level range of the zone as listed. The giants were altered much later, and info wasn't updated to reflect that. The elemental, as was mentioned, is a boss.
The biggest issues of the ice plane are A) Spawn timers are hellacious. B) The Chief summons a battlemage that can one shot anyone with less than 100 hp. C) Half the lizards are rogues, and half the rogues are spellcasters with polar ray lol.
I think the spawns of the plane in general may need reworked, because even at lvl 10, you get garbage XP unless you go after the chief. Challenge rating wise, it's on par.

Look at it like this.
12 level 1 rogues are much more devastating than 12 level 1 clerics. Same CR. Challenge rating shouldn't be the only factor that goes into spawn design.
Honestly there needs to be a general consideration of what areas to use as basis for challenge/reward ratio. And it's much less easy question than most people might like, because it doesn't mean the most optimal areas are the correct answer, it's quite possible the reward in those is in fact too high.

I am curious what changes exactly were made for the frost giants and when though? Because last I knew they're still the same ones I made aeons ago. Back then I made sure the low will save was a common knowledge too so it seemed to deal with them being a threat part as well. The one thing I dislike in the frost giants is how their shamans have moonbolt, that's something which just goes right past SR and generally serves as nothing more than a nuisance.

Also none of the salamanders are rogues, they are infact rangers. Majority of them are rangers, minority are disable orientated wizards. This was made with the idea to shut down casters more with their dispels, the issue is really that they have too much offensive spells to hurt non-casters way more than was intended. Also normal hide and MS can do wonders there, get next to the casters and kill them before they cast spells, and the normal rangers aren't that huge of a threat.

The summons are side-effect since summons were updated several years later. They were never meant to have that powerful summons, same issue was faced in several other planes actually. Because they just used the old summons which were a ton less potent and was perfectly fine at the time. I'd either give them a much weaker summon, or no summon at all.
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


Mr_Otyugh,Aug 17 2016 wrote: The summons are side-effect since summons were updated several years later. They were never meant to have that powerful summons, same issue was faced in several other planes actually. Because they just used the old summons which were a ton less potent and was perfectly fine at the time. I'd either give them a much weaker summon, or no summon at all.
Like how the wererat shaman summons a mummy that destroys everything?
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Strawberry Jam,Aug 17 2016 wrote:
Mr_Otyugh,Aug 17 2016 wrote: The summons are side-effect since summons were updated several years later. They were never meant to have that powerful summons, same issue was faced in several other planes actually. Because they just used the old summons which were a ton less potent and was perfectly fine at the time. I'd either give them a much weaker summon, or no summon at all.
Like how the wererat shaman summons a mummy that destroys everything?
Or Carceri summons (which were changed), or pretty much any other summons, yeah. Only ones that remained unchanged as far as I know were actually tharizdun cultist summons. Because they were already custom summons. And really annoying, but you could kill the summoner quick to avoid that, as intended.
*Gazoo
Posts: 145
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Gazoo »


wrote:Or Carceri summons (which were changed)
Made me chuckle in remembering that one, Otyugh.

Yes, the outcry vs the summons spamming unHoly word/Mords/Smite good/infidel was huge by the solo population. (I kinda liked it because it was really dangerous, but then....I am sometimes a masochist ...lol)


I think it's not a bad thing to have the occasional thing/summons that may require retreat or strategy. Just not every time. Except for bosses, ofc.
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


Oh the cultist temple is quite easy if you have mind and death immunity, tho only 1 floor and the halls are very sparse
*zethrenx99
Posts: 116
Joined: Thu Jan 01, 1970 12:00 am

Posted by *zethrenx99 »


And fire immunity
*Mick64
Posts: 490
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mick64 »


wrote:I've seen folks with 50 AC claim they are tanky (And to be fair, they are... Just not on this server.)
Maybe it's because there aren't a lot of high-magic servers around anymore, and people are used to servers with like, +3 items being the top end of what you can get, but 50 AC is nothing fantastic on a server with +5 items. A level 1 fighter with 0 feats, skills, or race abilities invested into AC in a set of +5 gear has 43 AC.
wrote:Powerbuilding is indeed a huge problem on this server - there's no balance between classes, or to prevent cheesy 100+ AC nymph builds. And I agree with shadowblizmasta - we shouldn't cater to these builds by providing dungeons specifically for them. Nerf the mobs, make it reasonable for regular builds to do in large groups. If we take away the reason for powerbuilding, it becomes less of a problem. As it is right now, SCoD basically requires powerbuilding to even be considered viable.
Can you explain which dungeon you are talking about that requires an EDM nymph to run? Because I must have missed that one. I've run every single dungeon out there with very much non-powerbuild PCs. (A Mage Slayer... a pure human ranger....) Unless anything that isn't human fighter 30 is a powerbuild. I'm really confused by what you consider a "powerbuild" if you think that you are useless if you don't powerbuild.
wrote:he Endless Maze is supposed to be a CR 23ish area, but yet only ECL 27+ folks seem to be able to take it on - that right there says there's a problem.
As mentioned above, it's true that there's a problem with the Maze, but that's only the level advertise. It is in all manners a CR 26-ish dungeon, not 23.
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


Mick64,Aug 17 2016 wrote:
wrote:I've seen folks with 50 AC claim they are tanky (And to be fair, they are... Just not on this server.)
Maybe it's because there aren't a lot of high-magic servers around anymore, and people are used to servers with like, +3 items being the top end of what you can get, but 50 AC is nothing fantastic on a server with +5 items. A level 1 fighter with 0 feats, skills, or race abilities invested into AC in a set of +5 gear has 43 AC.
Actually 43-48 because shields. Then magic/wands can improve you +1 for improved mage armor, +1 for haste. 30 tumble is +3.

So a Bulwark human with 30 tumble tanking will have 52 AC without feats.

If they're a serious tank character they can get epic heavy armor specialization for another +4 and armor skin for +1, that raises you up to 57, improved expertise raises you to 63. If you also had defensive stance you could get a total of 67 AC without ever touching any special race shenanigans or powerbuilding.

If you did that with full dwarven defender damage reduction and also took epic damage reduction you get 21/- DR to top it all off. Take steadfast determination for high saves.

Now that is pretty tanky, you have to admit :tongue:
*Mick64
Posts: 490
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mick64 »


I counted a shield, I didn't count Dodge boots because as a level 1 human fighter with no skills you don't have the UMD for them.
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