Lamannia U76 - Balance Pass

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VinoeWhines

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This is page 43 of a months old thread. Making suggestions here is useless. I am trying to make you see why your suggestion is not good so that you dont spam it in the next real thread.

Also, I did give you my suggestion. If you focus more on reading than on writing you would not have missed it.
So quote your numbered Epic Strike suggestion. Make it more, make it less is not a number.
The suggestion I made is one I don't even care for as I wouldn't want that to be the final Epic Strike, just a "hot fix" minimal bump to an otherwise, weaker Epic Strike than what Quick Cutter has on Live.
I don't care if they don't implement it. I would do more than my suggestion but at the very least it would raise up the damage of the other Epic Strikes. That is what I'm getting at.

Why won't you just quote your Epic Strike numbers. So we can move on from this suggestion? I can assure you I won't respond and belittle your idea, I'm a little more mature than that.
 

VinoeWhines

Well-known member
Drifting Lotus: Epic Strike: Melee Cleave attack: Deals +10/20/30% Damage. +1/2/3 Critical Multiplier. +1/2/3 Critical Threat Range. Deals 1d6+5 Force damage per character level to all enemies struck. The force damage scales with the higher of Melee or Ranged power, and is doubled versus Tainted Creatures (Undead, Abberations, Evil Outsiders). Cost: 30/25/20 Ki, Cooldown: 15 seconds

Make it hit twice. Change the cooldown to 8 seconds.
 

VinoeWhines

Well-known 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
Monk Core VI:
Ninja Master: You gain +2 Dexterity and +2 Wisdom, +15 Melee and Ranged Power, +5 Sneak Attack Dice and 10% Fortification Bypass. Any weapon you wield while Centered gains the Vorpal effect. If you have Self Defense, +10 additional Melee Power. If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also gain these effects.

Assassin Core VI:

Deadly Shadow: You gain +2 Dexterity and +2 Intelligence. You gain 10 Melee Power and +4 Sneak Attack dice. You gain +4 to Reflex Saving Throws. You gain +2 to the DC of your Assassinate.

Why did Assassin Core VI loose Vorpal on 20, when it had it before?
It also lost it's Range Weapon(Shortbow) and never got replaced with something congruous to it's dagger, which would be Throwing Dagger.
This next balance pass can hopefully fix this discrepancy and add Throwing Dagger and Range Power.
 

VinoeWhines

Well-known member
The build up to Quick Cutter damage makes sense.

Make it make sense so other Epic Destinies Epic Strikes get the same build up to damage/defense and Damage Dice.



Quick Cutter: Deals +10%/+20%/+30% Damage. +1/+2/+3 Critical Threat Range. (Cooldown: 10 seconds.) This attack strikes all enemies around you twice.

  • Tier III: Cutter 2d6 Slash. damage per Character Level every 2 seconds. Stacks 2 times, scales with 200% Melee Power. Duration: 4 seconds. (Cooldown: 9 seconds.)

  • Tier IV: Cutter 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds. (Cooldown: 8 seconds.)



Dire Charge: Deals +40% Damage. Create an AOE centered Weapon Burst Damage around you affecting all nearby foes twice. Affected enemies must make a Fortitude save (20 + highest Ability Score modifier + Sunder bonuses) or be Sundered. (Cooldown: 10 seconds.)

  • Tier III: Affected enemies must make a Fortitude save or be Tripped. (Cooldown: 9 seconds.)
Now also applies a 2d6 Piercing/Bludgeoning AOE centered Burst Damage around you, per Character Level , scales with 200% Melee Power.​

  • Tier IV: Affected enemies must make a Fortitude save or be Stunned. (Cooldown: 8 seconds.)
Now also applies a 3d6 Piercing/Bludgeoning AOE centered Burst Damage around you, per Character Level, scales with 200% Melee Power.​




Shadow Strike: Deals +50% Damage. +3 Critical Multiplier. +3 Critical Threat Range. On hit, opponent must make a Fortitude save vs (DC 20 + highest ability score + Assassinate Bonuses) or be cursed with Shadow Loss. This attack strikes all enemies around you twice.
You deal 1d6 per Sneak Attack Dice in Untyped damage on hit. (Cooldown: 10 seconds)

  • Tier III: You now deal 2d6 per Sneak Attack Dice in Untyped damage on hit (scaling with the higher of Melee or Ranged Power), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 10 seconds and can only apply to each monster once per 60 seconds.
Shadow Loss now applies 2 times.​
You gain 5% Uncapped dodge for 10 seconds. (Cooldown: 9 seconds)

  • Tier IV: You now deal 3d6 per Sneak Attack Dice in Untyped damage on hit. Your Epic Strike now increases your Melee range.
Shadow Loss now applies 4 times.​
You gain an additional 10% Uncapped dodge for 10 seconds. (Cooldown: 8 seconds)


Drifting Lotus: Deals +10%/+20%/+30% Damage. +1/+2/+3 Critical Threat Range. (Cooldown:10 seconds.) This attack strikes all enemies around you twice. Deals 1d6+5 Force damage per character level to all enemies struck.

  • Tier IV: Now deals 3d6+5 Force damage per character level to all enemies struck. Drifting Lotus now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 4 seconds. (Cooldown: 8 seconds.)
 
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