Lamannia U76 - Balance Pass

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saekee

long live ROGUE
A very good step is the cooldown reduction for Stunning Blow, but I would like to ask for a further reduction to 6 seconds, similar to Stunning Fist.


I would also like to suggest a change to Stunning Fist so that it works with all Ki melee weapons (as far as I know, that’s the case in newer D&D versions). I really enjoy playing staff monks, but it’s frustrating that they don’t have any strong tactical abilities available. For me, the main reason to play monks has always been their tactical feats.


Additionally, I’d like to once again ask for a change to the general tactical feats (Stunning Blow, Sunder, Trip, and their improved versions*). There should be a way for the DC calculation to use the highest ability score that your build relies on for attack and damage, rather than only Strength. I would really enjoy a Wisdom-based staff monk who can stun, trip, and sunder with a reliable DC – ideally having two stuns available (Stunning Blow and Stunning Fist).


Currently, I’m playing a Rogue Mechanic because I also enjoy that playstyle, even though I know it’s not considered “meta” DPS. What I really miss, though, is that the Inquisitive enhancements only work with light and heavy crossbows. I don’t see a reason why they shouldn’t work with all non-repeating crossbows. Of course, I’m not asking for dual-wielding great crossbows, but everything else should be possible, and I don’t see any major balance issue with that.


I also wonder why No Holds Barred has to be a Tier 5 enhancement instead of Tier 4, like Endless Fusillade for Artificers. It’s really frustrating that I can’t use the Tier 5 enhancements in the Mechanic tree. Another way to improve this would be to give Mechanics an equivalent of Endless Fusillade – perhaps as a replacement for the rather underwhelming level 20 capstone action boost we currently have.

I don’t get why bows keep getting so many power boosts, while there seems to be no love for crossbow users outside of Inquisitive.
A possible change for Gxbow would be to eliminate the IPS penalty (and maybe (?!?) even allow Archer’s focus to stack on IPS)—the idea being that the GxBow’s strength is not inhibited by multiple mobs.
 

SpardaX

Well-known member
Monk Basic Ninja training
Cut text about dex to damage

Does this mean that a Ninja Spy Monk using Whirling Steel Strike to use Longswords, or a Ninja Spy using a Quarterstaff, won't be using Dexterity anymore? Maybe roll "While centered you can use Dex to hit and damage" into Core 2, like you did with Tempest's "All one handed weapons"?
 

Yamani

Tyrannical Overlord
A possible change for Gxbow would be to eliminate the IPS penalty (and maybe (?!?) even allow Archer’s focus to stack on IPS)—the idea being that the GxBow’s strength is not inhibited by multiple mobs.
Add a secondary feat to both precise shot and improved precise shot:
Active Attacks
Precise Shot: Ranged AOE +1 crit range/mult. Shares CD with cleave. Can't be used while using repeaters/Dual Shooting (both already multi proc aoe attacks so giving them more is just unnecessary)
Improved Precise shot: Ranged AOE +1 Range/+2 Mult. Shares CD with great cleave. Can't be used while using repeaters/Dual Shooting
 

Torm

Well-known member
For the new Battle Guard buff could you look at adding synergy from feats / trees / items for this that increase the stacks or the amount of PRR/MRR gained per stack or the total duration?
 

Hobgoblin

Less Nerfy Nerfy more fixy fixy
Does this mean that a Ninja Spy Monk using Whirling Steel Strike to use Longswords, or a Ninja Spy using a Quarterstaff, won't be using Dexterity anymore? Maybe roll "While centered you can use Dex to hit and damage" into Core 2, like you did with Tempest's "All one handed weapons"?
this was reverted

@Torc can you edit it to avoid this question?
 

VinoeWhines

Well-known member
DDO doesn't need more defenses like this. First lifers can complete all endgame quests without dying on R4 after farming gear for a week or two. Adding an aug like this just means devs will focus more on force/untyped damage that can't be saved against like Cyclonic Blast or Horrid Wilting.
I'm basing it on what augs are already available, like: Draconic Soul Gem
Yes the Legendary Greaves of Seasons' Warding 37% absorption all ready exists.
I wouldn't mind if they would make it so it could be an "essesnce of Greaves of Seasons Warding.
These effects already exist and making it into an augment, like Voice of the Master, Epic Litany and such would make Quality of life easier as now we have to deal with item switch lag and instance lag.
Not having to switch gear to get an "Effect" also makes it easier for new Players even in R1-4 who don't have all the "bells and whistles" of twitch muscle "gear effect" memory to be switching gear all the time.

I have to switch gear all the time and know the detriment in doing so. I know that I have a high rate of failure in succeeding every time I switch from Kukri to Dagger to Throwing Dagger to Scrolls to Clickies to item swaps, to special attacks, etc.

Having an absorption augment, that the "effect" already exists in game and making it an "essense of" won't break the game or force devs to soley focus on neg/untyped damage, though I could see that being an excuse to focus on, as we see how mobs are getting more "Dodge% - miss%" chance in upper Reapers, so I won't die on that hill of getting an augment but just like how they add items to the game, that would be a quality of life improvement for many players. I still swap VOM(Voice of the Master) since I have no room to augment it in gear.


I'd love to play the same game you play where gear (and I assume you mean named items) can be farmed "after a week or two on first life characters". Usually cruise on my own on R4 and there stuff I have never seen drop not even in party and I'm not talking about rare loot. Took me over 40 runs just to get a SINGLE shatter onyx, this alone is like 4 weeks worth of farming on a single toon. There's items I've been looking for that I farm a few times per life and still elude me to this day

I agree that I too have not been able to farm all the gear on multiple runs, and as not everyone can host 4-5 account boxes to farm gear for themselves in one to two weeks.
Though drop rates are very crazy. For full disclosure I have pulled 4 Jack Jibbers (3 on same character and 1 on alt) and passed to someone that put up an lfm or known friends list from other guilds. I followed a formula that seemed successful to pull.

Im still trying to pull an Undying Age Kukri or/and Throwing Dagger. Nada.
Of all the R10s and R1-8s I have ran, solo or in groups, I have only pulled one Undying age weapon so far.

I know peoples experiences are different, some get the rolls others don't.
I was able to farm Epic Midnight Greetings x2 within a few months of pack coming out(95% soloing) and was the "Belle of the Ball" when Capstone had Vorpal on 20 with any weapon in Assassin Enhancement Tree. (that was crazy item gathering....Shards, Seals...Scrolls)
 
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Bjond

Well-known member
All weapons that benefit from the Finesse feat now innately use the higher of Dexterity or Strength for to-hit and damage
Bard Swash a Buckle - Swift StrikesRemoving It since it no longer serves a purpose. General changes in Swashbuckler text to support changes.
This breaks DEX bashing on Swashbuckler. I don't know of any builds that rely heavily on this, but it's a breakage.

Suggestion: Buckler & Small Shield naturally use DEX or STR|DEX for hit/dam, Large & Tower unchanged at STR only.
 

Mindos

CHAOTIC EVIL
This breaks DEX bashing on Swashbuckler. I don't know of any builds that rely heavily on this, but it's a breakage.

Suggestion: Buckler & Small Shield naturally use DEX or STR|DEX for hit/dam, Large & Tower unchanged at STR only.
Good catch! It might be too late to change this though. :(
 

The Blonde

Catalogues Bugs
I hear ya. I prefer playing melee over every other style. But I'm also tired of dying to BS anti-melee mechanics.


1. Crowd control. Snare, Spike Growth and Entangle spells have always been a joke because it's impossible for Ranger to have effective DCs. Tempest isn't the right place to fix that, but Deepwood Stalker is.
Most interesting take in this thread, and I read all of it.
 

Raedier

The Druid
What ranged build and in what context do you think is doing more damage than melee? Cause that's a pretty broad statement that doesn't match my gameplay experience. Ranged is favored in raids because of anti-melee mechanics like tail swiping or whirlwinding mobs. So if you want to shift the meta, get the devs to change those anti-melee raid mechanics. Melee remain the kings of speedrunning R10 quests.

I just wanted to touch on this subject real quick, do you think the same counts for low life and lesser geared melee characters who don't have the defenses to tank more then 1 or 2 hits on r10? Imo ranged clearly has the advantage here, even for speedrunning r10 quests and especially when you factor in the difference in burst dps a ranged character deals opposed to melee.
 

Laplop

New member
The following adjustments have been to class balance for this update. These adjustments are being made as we prepare to debut our upcoming "Fey event" and are part of our regular efforts to adjust class balance on a seasonal basis.

Finesse Pass:
  1. All weapons that benefit from the Finesse feat now innately use the higher of Dexterity or Strength for to-hit and damage, just like more recent versions of D&D. Scimitar is now a light weapon with a lower off-hand penalty so it is included.
  2. Crossbows will now innately use Dexterity for to-hit and damage.
  3. Dagger/Dart/Shuriken Thrown Weapons now innately use the higher of Stength or Dexterity.
  4. Throwing Axes/Hammers now use Strength for to-hit and damage.
  5. The Brutal Throw Feat is changing to +1 damage while using a throwing axe or hammer for every 8 points of Strength. (Starting stat, level increases and tomes here)
  6. Changes to the following feats/enhancements that changed Dexterity to-hit and damage....

  7. Feat/enhancementNotes
    Weapon FinesseNow grants +2 to hit and 10% Fortification bypass
    Monk Basic Ninja trainingCut text about dex to damage
    Advance Ninja trainingNow grants +1 to hit/damage in addition to double shot perk, cut text about dex to damage
    Ranger Tempest Core 2 and 3Grants dex to hit and damage with all one-handed weapons weapons respectively. Text about turning scimitar to light cut because it is now a light weapon by default.
    Assassin core 1 and 2Core 1 cut text about dex, still grants kukri feat, core 2 +1 damage 10% fort bypass, cut text about dex to damage
    Rogue Acrobat core 1,2Unchanged
    Tabaxi (both types)Base Core 1 has had its description adjusted, Blazer gets quarterstaff compatibility, Improved Instincts is now quarterstaff-only, and the Improved Nimble Cat enhancement has been removed from Tabaxi since it no longer serves a purpose.
    Deepwood Stalker Improved Weapon FinesseChanges to 15% Fortification bypass, +3 to hit.
    Bard Swash a Buckle - Swift StrikesRemoving It since it no longer serves a purpose. General changes in Swashbuckler text to support changes.
    Wood Elf Forest FinesseAllows Dexterity for to-hit and damage with all weapons, and no longer has pre-requisites.
    Morning Lord GraceUnchanged
    Halfling Skillful Thrower+2 to-hit and damage when using a Thrown Weapon instead of its previous purpose
    Elf GracesAllows Dexterity for to-hit and damage with all weapons, and no longer has pre-requisites

General Feat Changes

1. Cleave gains a +1 Critical Threat range and +1 Critical Multiplier Bonus.
2. Great Cleave gains a +1 Threat range +2 Critical Multiplier Bonus
3. Sunder gets a +10 to its attack roll.
4. Improved Sunder gets a +20 to its attack roll and gains a +60% damage bonus.
5. Hamstring Cooldown has been reduced from 15 seconds to 6 seconds and now gains a +50% damage bonus. No longer requires a rank of sneak attack.
6. Slicing Blow Cooldown has been reduced from 15 seconds to 6 and now gains a 40% damage bonus.
7. Whirl Attack gains a +1 Critical Treat Range and +1 Critical Multiplier bonus.
8. Stunning Blow and Sap cooldowns have been decreased from 15 to 10 and their base DC increased from 10 to 14. Sap still has no save.
9. Spring Attack gains a 20% damage bonus.
10. Improved Precise Shot now passively increases the Ability Score Modifier bonus to damage for Longbows and Shortbows by +50%, including when the stance is off. This stacks with Precise Shot.

Tree Stuff

1. Razor Claw:
Magic Fang now has a max caster level of 20 so it no longer bugs when it hits over level 40 ahead of schedule.
2. Blight Caster's Blighted Charge and Jaws of Doom will use Conjuration instead of necromancy for DCs.
3. Favored Soul's Archon's Fury - Removed spell point cost per blast. Damage increased to 2d6 from 1d6+1 and stack size reduced to 10 (Change Not in this build)
4. Radiant Servant (Cleric/Sacred Fist):

i. Positive energy shield buff - increase temp hp to double healing skill, and x4 of healing skill is target is level 20 or above.
ii. Efficient Empowered Heal costs 1 Ap per rank instead of 2.
iii. Divine healing now scales with 50% positive spell power (only 50% since the duration is so long). Will now have a line of sight check, double spell range (ray range)
iv. Reactive Heal will either scale with spell power or be increased to 2000. (these kinda effects are tricky sometimes)
5. Mechanic
i. Mechanic Bomb spells in tree will now used disable device plus 1d20 random roll for their DC (just like bard fascinate) - (DC is not working correctly in this build)
ii. Mechanic Improve Traps bonus is now a +1/2/3 disable traps bonus instead of the previous specific bomb bonus. DC mod to "rogue traps" unchanged.
iii. Mechanic Bombs now deal:
a> Tanglefoot 4d6 +1 per sneak attack die in acid damage every 2 seconds. CC as before with Disable Trap Skill DC Driver +1d20 roll
b> Thunder Stone now does 4d6 +1d4/6/8 per sneak attack die in damage. CC as before with Disable Trap Skill DC Driver +1d20 roll
c> Ooze Flask now does 4d6 +1d6/8/12 per sneak attack die in damage. Debuff as before with Disable Trap Skill DC Driver +1d20 roll
d> Time bomb will now scale with 200% range power and also used Disable Trap Skill DC +1d20
iv. Leg shot has been replaced with Line Up and Sit Down - Ranged attack. 250% damage mod. Knocks down target for 2 seconds no save. 6 second cooldown.
v. Swap Core 5 Expert Builder with Sniper from T5 (gets crit multiplier accessible by level 12)
6. Vanguard (fighter/paladin)
i. Follow up now grants 5/10/15 melee power and lasts 30 seconds.
ii. Shield Smash damage now scales as 25/50/75% instead of 10/20/30 and it's MRR/PRR buff is replaced by a new buff called Battle Guard
Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.
iii. Shield Charge now applies a knock down to targets in area for 2 seconds. DC(10 + highest ability modifier + character level + tripping bonuses), cooldown 25/20/15.
iv. Armor Strength melee power bonus increased from 10 to 15.
7. Kensai
i. Shattering Strike/Shot Damage increased to 25/50/100% bonus
ii. Reed in the Wind cooldown now 8 seconds. Damage bonus increased to 20/40/60%. Instead of dodge now grants Battle Guard. No longer requires Dodge Feat to take.
Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.
8. Vistani Knife Fighting
i. Core 6 attack speed bonus only applies to when using a dagger or kukri.
9. Inquistive
i.
Undaunted (Core 5) no longer grants Ranged Power.
ii. Master Inquisitive (Core 6)'s Ranged Power is reduced from +10 to +5
iii. Inquisitive's Path no longer grants Ranged Power.
10. Archmage
i. Increase School Mastery 2 DC bonus by +1.
ii. Each core now adds +5 Universal Spell Power (on top of the +1 for points spent in tree)
11. Battle Engineer
i. Tactical Mobility now costs 1AP.
12. Enlightened Spirit
i. Beacon now costs 1AP.
ii. Displacement now costs 1AP.
13. Soul Eater
i. Supreme Hunger now costs 1AP
ii. Feed on Magic now costs 1AP
14. Tainted Scholar
i. Spell Focus now costs 2AP.
ii. Planar Focus now costs 1AP.
iii. Eldritch Power costs 1 AP and grants 2 Dice instead of 1

Misc:
i. Death Ward now longer completely negates negative energy damage from inflict/necro spell damage but reduced it by 50%. This is flagged with the shield trait much like Fire Shield/Energy Shield is for Fire damage. A certain raid boss on the isle of dread will now stop stackings neg energy vul stacks, but this will not affect the Temple of the death wyrm raid. This also applies to monsters when they cast death ward so pale masters and shady clerics may rejoice.

ii.Lost Souls In Reaper Raids: The drop rate for lost souls in raids has been greatly increased (Not in this build)

Epic:

i. Fury of the Wild Epic Strike Quick Cutter - Cooldown increased to 8 seconds. Quick and Bleed duration changed to 10 seconds. Bleed damage reduced to 1d6 per character level. Bleed Damage is increased by rank 1 of Spirit of the Beast by 1d6 and Rank 1 of Primal Force for a net total of 3d6 (Change Not in this build)
ii. Unyielding Sentinel - Celestial Mandate now applies Battle Guard per target hit instead of it's previous buff. (if you are using a shield it always applies 1 extra even if you completely miss). Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.

Known Issue Summary: (recap)
1. Mechanic DCs while displaying correctly in their tool tip do not work correctly.
2. Quick Cutter changes are not in this build.
3. Lost Souls drop rate is not in this build
In all honesty i think most of these changes are necessary and are taking a major step in the right direction. If i might add though, that allowing the arcane archer imbues to scale with ranged or spell power is a balance change I do believe to be necessary. It has fallen behind the other imbues in the game and is much harder to build around without making massive sacrifices for minimal results.

not new to the game just new to the forums as I thought this warranted saying, have been playing since April of 2006.
 

WielderofGigantus

Well-known member
This breaks DEX bashing on Swashbuckler. I don't know of any builds that rely heavily on this, but it's a breakage.

Suggestion: Buckler & Small Shield naturally use DEX or STR|DEX for hit/dam, Large & Tower unchanged at STR only.
Wait, I didn't think Different Tack applied to shields. The wiki indicates that it applies to orbs but there is no mention of it applying to shields.
 

VinoeWhines

Well-known member
Is it possible to move Strategic Combat II in Harper Agent to Tier II as the changes to DEX to Hit and Damage has been changed and Favors DEX melee and leaves INT melee far behind. Even the rare filigrees favor DEX with giving them PRR as well. There are Melees that use INT in the game.
 
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