Torc
Systems Developer
This is the generalized balance portion of U62, containing buffs and adjustments across many places. For this pass, we focused on more AP cost reductions in a few high-cost trees, Alchemist enhancement trees, and balancing the Imbue system for spellpower scaling imbues.
Monk Class
If you like these kinds of changes and would like to see more of them, please let us know! And if you have your own suggestions as to what should be adjusted, please feel free to let us know about those as well!
Monk Class
- Monk combo builders now deal +10% damage, and their alignment based builders deal +15% damage
- Monk Finishers now deal +30% damage
- Touch of Death now deals +30% damage
- Touch of Despair now scales with the highest of Dex/Wis and uses Assassinate DCs to determine its DC
- Stormsinger's metamagic costs are now set to the standard AP cost for metamagic enhancements (2AP each)
- Spellpower scaling imbues have been standardized: They are all now 1d8 damage per imbue dice and all now scale with 75% spell power instead of 100%
- Affects:
- Eldritch Knight
- Arcane Archer
- Warchanter
- Warpriest/Warsoul
- Artificer
- Dark Apostate
- Druid Elemental Forms
- Blightcaster
- Vile Chemist
- Affects:
- Force Arrows is now 1 rank 2AP (uses the 3rd rank bonuses)
- True Strike is now 1 rank 2AP (uses 3rd rank bonuses)
- Inferno Shot is now 1 rank 2AP (uses the 3rd rank bonuses)
- Shattermantle Shot is now 1 rank 2AP (uses the 3rd rank bonuses)
- Dispelling Shot is now 1 rank 2AP (uses 3rd rank bonuses)
- in total this saves 11AP since Force Arrows and Dispelling Shot were 3ranks/2AP!
- Tactics is now 1AP per rank
- Weapon Focus vertical line and the Exotic Focus enhancement are now 1AP
- in total this saves 8AP!
- Shield Mastery cost reduced to 1AP/rank (this also affects human's Fighting Style multiselector)
- Sniper is now +1/2/3d6 Ranged Sneak Attack Dice and +2/4/6 Point Blank Shot distance, and now costs 1AP/rank (this also affects human's Fighting Style multiselector)
- Core 1 is now: +1 Reflex save. Each core ability you take in this tree beyond the first grants +5 PRR
- Cores 2, 3, 4, 5, and 6 now grant +5 Poison Spell Power, 2% dodge, and 2% dodge cap while in Orchidium instead of their original Orchidium boosts
- Core 3 is now Hidden Blades I and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice
- Core 4 is now Hidden Blades II and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as granting you full Base Attack Bonus
- Core 5 is now Hidden Blades III and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as a +1 Competence Bonus to Critical Multiplier with all Simple weapons
- Core 6 (Venom's Grip) now grants: +4 Intelligence, +10 Universal Spell Power, +3% Doublestrike and Doubleshot, and +2 Imbue Dice
- Willful Ambition is now Swift Ambition and boosts Reflex saving throws
- New Tier 4: Simple Thrown Mastery: If you have Simple Thrown Expertise, you now use the higher of your Intelligence and Dexterity to determine how much Doubleshot you gain from that feat.
- Sapping Ambition which was very buggy is gone and is now Brushed Aside: You gain the Defensive Roll feat.
- Core 1 is now: +1 Will save. Each core ability you take in this tree beyond the first grants +5 pos/neg spell power
- Cores 2, 3, 4, 5, and 6 now grant 2% Pos and Neg spell crit damage while in Verdanite instead of their original Verdanite boosts
- Core 6 now grants +2 Transmutation DCs passively without requiring Verdanite
- Tier 5 Master Apothecary now grants an additional +1 Spell Penetration (since this bonus was removed from Core 3)
- New Tier 4: Apothecary's Satchel: 1 rank 2AP: You gain +5% Magical Efficiency (since this bonus was removed from Core 4)
- Energy of the Scholar rank 3 is now 100 SP
- Core 1 is now: +1 Fortitude save. Each core ability you take in this tree beyond the first grants +5 fire/cold/acid/electric/poison spell power and +1 Burning Ambition Dice
- Cores 2, 3, 4, 5, and 6 now grant +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage instead of their original Pyrite boosts
- Core 6 now grants +2 Conjuration DCs passively without requiring Pyrite
- Cores 3, 4, 5 no longer grant burning ambition dice inconsistently and now just grant +1 each as per the text of core 1
- Cores 3, 4, and 5 now grant +3 caster levels each BUT now require you to take different elements each time
- Swift Ambition is now Holistic Ambition and grants Fortitude saving throws
- Rapid Condensation SLA is gone
- There are now 3 Vial SLAs in tiers 1, 2, and 3, you must take a different Vial element each time
If you like these kinds of changes and would like to see more of them, please let us know! And if you have your own suggestions as to what should be adjusted, please feel free to let us know about those as well!
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