Yeah, give me cookies! I love pure casters!Chucky1234 wrote: ↑Wed Jun 06, 2018 12:00 amMaybe have a boost to DPS at level 28 so those pure mages receive the bonus. Owing to most mages taking a dip for discipline this may limit the number of 'power casters' that you'd see - and it would only come into effect level 28 - 30 anyway.
I would have thought that a level 30 mage should have some pretty devastating versions of the basic spells.
Damage Caps For Magic (Feedback and Discussion)
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Re: Damage Caps For Magic (Feedback and Discussion)
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Re: Damage Caps For Magic (Feedback and Discussion)
you get 3 more CL ;D
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Re: Damage Caps For Magic (Feedback and Discussion)
*sigh*
not compared to harper mage which also have discipline. why are u always noob?
not compared to harper mage which also have discipline. why are u always noob?
Re: Damage Caps For Magic (Feedback and Discussion)
I used to think that wm was overpowered but the more I've played and the changes that have come changed my mind
not being able to do physical damage in time stop was huge
can wm do good damage? Yeah. That's their role. The ac is mediocre, their saves are bad, and their utility is nonexistent.
A cleric can give someone 6-15 ac. Sorc/wiz can keep an entire group perpetually mass hasted. A bard can do bard song/curse song and all the goodies that provides. Healer paths can give everyone in the group 100-150 more health.
I've long said that umd is the great equalizer, but umd doesn't account for the aforementioned buffs. Also? This game isn't balanced around 1v1, or 1vPVM
not being able to do physical damage in time stop was huge
can wm do good damage? Yeah. That's their role. The ac is mediocre, their saves are bad, and their utility is nonexistent.
A cleric can give someone 6-15 ac. Sorc/wiz can keep an entire group perpetually mass hasted. A bard can do bard song/curse song and all the goodies that provides. Healer paths can give everyone in the group 100-150 more health.
I've long said that umd is the great equalizer, but umd doesn't account for the aforementioned buffs. Also? This game isn't balanced around 1v1, or 1vPVM
Currently plays Peregrine Gwil and Rick Snyder.
Formerly played Mel Aran, Antoine Moreau, and Zanril.
Formerly played Mel Aran, Antoine Moreau, and Zanril.
Re: Damage Caps For Magic (Feedback and Discussion)
I raised WM merely as a pinnacle of melee based DPS, not as a thread derail. But for all those saying WM ac, saves, etc. are terrible, this is highly debatable. Since most WMs have little incentive to take the class past 7th lvl, you haven't really told me anything until you tell me what classes you are pairing with it. I could easily pair it with paladin, BG, CoT and have a WM that's a save machine.
But back on point to the OP, I do think magic damage potential needs relooked. While I love 28th lvl perks, I would hate to see mages in a spot where most direct action spells are useless until end run. I would like something across the board.
Here's another thought, maybe count some casting feat progression toward countering damage avoidance? IMO, most of the problems with magic damage are that its too low (which we already talked about) and that there are easily available counters to either halve or or completely avoiding the damage (another real problem IMO). Maybe some casting feat progression could affect this, changing it from 50% -> 0% to something more reasonable like 75%->25%?
For example if you take spell penetration line (or whatever) this adjusts the save potential of the victim, even with things like evasion or improved evasion?
More spitballing here.
But back on point to the OP, I do think magic damage potential needs relooked. While I love 28th lvl perks, I would hate to see mages in a spot where most direct action spells are useless until end run. I would like something across the board.
Here's another thought, maybe count some casting feat progression toward countering damage avoidance? IMO, most of the problems with magic damage are that its too low (which we already talked about) and that there are easily available counters to either halve or or completely avoiding the damage (another real problem IMO). Maybe some casting feat progression could affect this, changing it from 50% -> 0% to something more reasonable like 75%->25%?
For example if you take spell penetration line (or whatever) this adjusts the save potential of the victim, even with things like evasion or improved evasion?
More spitballing here.
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Re: Damage Caps For Magic (Feedback and Discussion)
Please show me a Paladin/WM that gets bonus saves from CHA
Re: Damage Caps For Magic (Feedback and Discussion)
Well you can get +9 Charisma from wands alone, so that'd be a net +4 at least...JediMindTrix wrote: ↑Thu Jun 07, 2018 11:51 pmPlease show me a Paladin/WM that gets bonus saves from CHA
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Re: Damage Caps For Magic (Feedback and Discussion)
Basically what Cortex said. You'd have 10 CON.
If you want to play a character with virtually nil in the way of hit points, by all means. I don't think it's worth the save boost. But you do you.
If you want to play a character with virtually nil in the way of hit points, by all means. I don't think it's worth the save boost. But you do you.
Re: Damage Caps For Magic (Feedback and Discussion)
A nice thing that could be done is have the feats in magic schools increase potential of spells more than they currently do.
IE evocation focus gives 10% more damage to all evocation schools for focus, 12% for advanced and 15% total for epic.
And then you could have anything 5th level and below increase by caster level of you have those focuses.
Like fireball getting extra damage would be nice
At the same time have any metamagic negate these increases to balance it out, so you dont have a maximized firebrand doing 200 something damage a hit.
Still though, even with no will saves, having 600 plus health can completely negate a wizardatleast until your 2 to 3 hundred damage crit weapons uterlly destory them
IE evocation focus gives 10% more damage to all evocation schools for focus, 12% for advanced and 15% total for epic.
And then you could have anything 5th level and below increase by caster level of you have those focuses.
Like fireball getting extra damage would be nice
At the same time have any metamagic negate these increases to balance it out, so you dont have a maximized firebrand doing 200 something damage a hit.
Still though, even with no will saves, having 600 plus health can completely negate a wizardatleast until your 2 to 3 hundred damage crit weapons uterlly destory them