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TOPIC: Time to start the 2021 Token dev process

Time to start the 2021 Token dev process 3 years 10 months ago #373

Arcanist Kolixela wrote:

Wade Schwendemann wrote: Anything that uses spell damage modifier for both hit and damage seems far, far too OP for me.

As it is right now, one has to choose between melee, ranged and spell (more or less)

A quick glance shows an Epic Wizard with 33 spell damage, 6 to hit and 11 melee damage, 11 to hit and 16 missle damage. This one token would provide an incredible boost.

I could see something like using 1/2 of one's modifier, although even that seems quite strong.

I like the idea of the token, just thinking it could use some balance.


Are there any monsters in the game at nightmare difficulty that can be hit by a legendary wizard at +11 to hit?

There's a reason that spell slides have a static AC target.


+11 quickly becomes +17-18 with a bard and a cleric, but even without those bumps, my answer is yes. An AC 26 would be hit on a 15+ (pre-buff).

Warning: Spoiler! [ Click to expand ]


Many NM wizards virtually auto hit on their sliding spells
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 3 years 10 months ago #374

Bob Chasan wrote:

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

Could be used as the stepping off point for the Wizard legendary as well


I like the idea and flavor


I just do not see the reason we need a ranged weapon. We have enough spell count to last 16+ rounds without needing to ranged attack with 4 combats thats 4 rounds each. I have never run into a situation where I ran out of spells.
The only scenario I can perceive is if they are immune to magic in which case they would be immune to a magical (spell bonus boosted) ranged attack as well.
Spoooooooooooooooon!

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Time to start the 2021 Token dev process 3 years 10 months ago #375

Caleb Coey wrote:

Bob Chasan wrote:

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

Could be used as the stepping off point for the Wizard legendary as well


I like the idea and flavor


I just do not see the reason we need a ranged weapon. We have enough spell count to last 16+ rounds without needing to ranged attack with 4 combats thats 4 rounds each. I have never run into a situation where I ran out of spells.
The only scenario I can perceive is if they are immune to magic in which case they would be immune to a magical (spell bonus boosted) ranged attack as well.

Surely you meant 12 or 14 spells, with the option to swap some out with a UR.

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Time to start the 2021 Token dev process 3 years 10 months ago #376

Since we are talking about ranged slot.
Perhaps having a wizard familiar taking up the ranged slot would be appropriate.

Possible familiar abilities:
+spell dmg
+slide to hit
-magic resist of target for master's spells
Magic reflect or ranged attack deflect or thorns retribution dmg
+ wand dmg
Polymorph bonus to hit and damage (really want a polymorph viable build!)
Ability to cast spells and/or use wands while polymorphed (can make level of spells usable scale up with rarity, common lvl 0 spells only, UC 0-1, R 0-2, UR 0-3)
Spoooooooooooooooon!

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Time to start the 2021 Token dev process 3 years 10 months ago #377

Caleb Coey wrote:

Bob Chasan wrote:

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

Could be used as the stepping off point for the Wizard legendary as well


I like the idea and flavor


I just do not see the reason we need a ranged weapon. We have enough spell count to last 16+ rounds without needing to ranged attack with 4 combats thats 4 rounds each. I have never run into a situation where I ran out of spells.
The only scenario I can perceive is if they are immune to magic in which case they would be immune to a magical (spell bonus boosted) ranged attack as well.


Wizards commonly run out of spells in Grind at the higher difficulties and at the lower difficulties at lower token levels.

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Time to start the 2021 Token dev process 3 years 10 months ago #378

It was just easier to say 16+ per game or 4 casts per combat than digging through all the various builds.

There are also UR, rare, and UC tokens to recast spells or cast spells without marking off the card.

If you are running a R or less build there are several recast as a scroll pieces (norns) which are not horrible as you are not sacrificing as much dmg per spell as you would on a UR+ build. The necklase of the Norns gives you an additional level 1 spell per combat as a scroll which makes it equivelant to an extra level 0 spell per combat damage wise for a rare build. putting you back at 4 casts per combat.
Spoooooooooooooooon!

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Time to start the 2021 Token dev process 3 years 10 months ago #379

Grind is all combats, it is not normal play. The same is true if you play dungeon crawling RPGs in a grind fashion Wizards run out of spells and are always wanting the party to rest so they can get their spells back.

My suggestion for a wizard doing grind is plan on polymorphing when you run out of spells. Its a good opportunity to let the beast out for a little fun.
Spoooooooooooooooon!

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Time to start the 2021 Token dev process 3 years 10 months ago #380

Caleb Coey wrote:

Bob Chasan wrote:

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

Could be used as the stepping off point for the Wizard legendary as well


I like the idea and flavor


I just do not see the reason we need a ranged weapon. We have enough spell count to last 16+ rounds without needing to ranged attack with 4 combats thats 4 rounds each. I have never run into a situation where I ran out of spells.
The only scenario I can perceive is if they are immune to magic in which case they would be immune to a magical (spell bonus boosted) ranged attack as well.


The reason we need a good Ranged weapon is that monsters have magic resistance!!! It’s very emasculating to be in a room and not be able to do a single point of damage. I equip Thor’s hammer for that one specific reason. I don’t use it any other time.
Please visit my fledgling token store.
truedungeon.com/forum?view=topic&catid=583&id=247486

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Time to start the 2021 Token dev process 3 years 10 months ago #381

Bob Chasan wrote:

Caleb Coey wrote:

Bob Chasan wrote:

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
Use Spell damage modifier for hit/damage on this weapon
1 hand, ranged

Could be used as the stepping off point for the Wizard legendary as well


I like the idea and flavor


I just do not see the reason we need a ranged weapon. We have enough spell count to last 16+ rounds without needing to ranged attack with 4 combats thats 4 rounds each. I have never run into a situation where I ran out of spells.
The only scenario I can perceive is if they are immune to magic in which case they would be immune to a magical (spell bonus boosted) ranged attack as well.


The reason we need a good Ranged weapon is that monsters have magic resistance!!! It’s very emasculating to be in a room and not be able to do a single point of damage. I equip Thor’s hammer for that one specific reason. I don’t use it any other time.


Well, that and the +5 ranged to hit, right?

;)
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 3 years 10 months ago #382

Let’s Toss this idea around a bit.

+2 Spear of the Phalanx

3-4-5-6-7-8-9-10

+1 damage for every other spear of the phalanx

1H

All except cleric, wizards, and rogue

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Time to start the 2021 Token dev process 3 years 10 months ago #383

I like it.

Would we be able to reprint shield.of the Phalanx and make it a little better with

"Must be equipped with shield.of the phalanx" ?
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

Please Log in or Create an account to join the conversation.

Time to start the 2021 Token dev process 3 years 10 months ago #384

Wade Schwendemann wrote: I like it.

Would we be able to reprint shield.of the Phalanx and make it a little better with

"Must be equipped with shield.of the phalanx" ?

That would further restrict the classes that could take it. Realistically it would be 3 - Paladin, Fighter, and dwarf fighter. Cleric can’t have pointy, and Barbarian is going to stick with 2H melee

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