Crustbucket
Well-known member
Hello again im here with another idea pertaining to NON-CRIT melees and alternative methods of dealing damage here. When imbues came into lamania i posted my suggested feats for Hybrid builds to get some shine but also trade off crits in the process. What this ends up encouraging is high to hit and additional damage sources becoming more prominent. Now how to balance this out is something i would need to do more math on but TWF and SWF would have a nice field day with this as well as some imbue lock shenanigans, Sacred Fist, some EK light splashes, Druid elemental form support and some more of the niche side of melee.
Proposing some new feats for folks to experiment with! the Mystical Attunement Line!
1d6 Imbue as an example as it is the weakest variant.
Lesser Mystical attunement (level 1, Magical training) - +1 Imbue Dice
Mystical Attunement (level 9, Magical Training and LMA) - +2 Imbue Dice - you can no longer critically hit.
Greater Mystical Attunement (level 18, Magical Training, previous stuff) - +2 Imbue Dice
~~~~So as of level 18 you now have 6 additional imbue dice or 5d6 to then boost with spellpower .... no one is gonna melee power this out~~~~
Epic Mystical Attunement (This would replace Overwhelming Crit) - +2 Imbue dice, bringing the total total to 7d6.
Legendary Mystical Attunement 31 - +3 Imbue dice for a total of 10d6.
Now 10d6 may not seem overwhelmingly powerful but take into account an EK spellsword toggle which gives 1d8 as its scaling.
10d8 with the feats excluding additional from the tree. With an average spellpower ending up 600 plus you have a x6 modifier.
6(10d8) now with spellpower taken into account
Say you have a nice high doublestrike and reliably hit them.
2(6(10d8)) now with both spellpower and doublestrike taken into account
10d8 is around 40 damage on average
40x6 = 240 with the option to Doublestrike making it a chunky 480 damage a swing.
Pair this with vuln, mrr removal and more and boom nice chunky hits that really enjoy attack speed. I think it'd be a very cool system, would still never compete with pure physical builds but could be a nice low reaper flavor build. Weapons would also be chosen for what they could do for you aside from their crit profile allowing for certain CC modifiers to possibly shine/ stand out.
Would this need revision and some builders to test ... of course, BUT i think its a neat direction to add a playstyle in that can avoid the crit spikes and opt for a more uniform linear damage table. Wanna be a Druid elemental with flameblades ... let em rip with the built in fire imbue. Things like this.
Let me know your thoughts, im not concerned with r5+ viability as i think a large % of the playerbase isnt pushing skulls unless they have a party running.
Proposing some new feats for folks to experiment with! the Mystical Attunement Line!
1d6 Imbue as an example as it is the weakest variant.
Lesser Mystical attunement (level 1, Magical training) - +1 Imbue Dice
Mystical Attunement (level 9, Magical Training and LMA) - +2 Imbue Dice - you can no longer critically hit.
Greater Mystical Attunement (level 18, Magical Training, previous stuff) - +2 Imbue Dice
~~~~So as of level 18 you now have 6 additional imbue dice or 5d6 to then boost with spellpower .... no one is gonna melee power this out~~~~
Epic Mystical Attunement (This would replace Overwhelming Crit) - +2 Imbue dice, bringing the total total to 7d6.
Legendary Mystical Attunement 31 - +3 Imbue dice for a total of 10d6.
Now 10d6 may not seem overwhelmingly powerful but take into account an EK spellsword toggle which gives 1d8 as its scaling.
10d8 with the feats excluding additional from the tree. With an average spellpower ending up 600 plus you have a x6 modifier.
6(10d8) now with spellpower taken into account
Say you have a nice high doublestrike and reliably hit them.
2(6(10d8)) now with both spellpower and doublestrike taken into account
10d8 is around 40 damage on average
40x6 = 240 with the option to Doublestrike making it a chunky 480 damage a swing.
Pair this with vuln, mrr removal and more and boom nice chunky hits that really enjoy attack speed. I think it'd be a very cool system, would still never compete with pure physical builds but could be a nice low reaper flavor build. Weapons would also be chosen for what they could do for you aside from their crit profile allowing for certain CC modifiers to possibly shine/ stand out.
Would this need revision and some builders to test ... of course, BUT i think its a neat direction to add a playstyle in that can avoid the crit spikes and opt for a more uniform linear damage table. Wanna be a Druid elemental with flameblades ... let em rip with the built in fire imbue. Things like this.
Let me know your thoughts, im not concerned with r5+ viability as i think a large % of the playerbase isnt pushing skulls unless they have a party running.
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