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TOPIC: The Skull of Cavadar: Part Deux

The Skull of Cavadar: Part Deux 4 years 1 month ago #289

Wade Schwendemann (Dr. Uid) wrote:

Dave wrote:

Wade Schwendemann (Dr. Uid) wrote:

Arcanist Kolixela wrote: As a Wizard if the completed Skull does not grant the 7HP I get for having the Semi Lich Skull I will 100% keep the teeth untransmuted. With the MEC channeling at the relic level 7HP = 14 damage if I use it for channeling damage. That's better than 1 damage from the completed skull.

I hope Jeff decides to let the Semi Lich and the Cavadar Skull work together or to have the tier 8 power be +7HP in coaching that does not use your 1/game


Just to be clear, it's +1 damage per spell, correct?

I would imagine 14 is close to where you will end up in terms of number of spells cast.


The semi-lich skull will give 7hp if you have all 7 teeth. That will equal 14pts of spell damage per room or 42 pts of damage over 3 rooms. I have to agree that for a wizard the semi-lich is better, even though it requires a way to heal in between rooms.

The completed skull is +1 damage, thus 1/spell.


As long as you have at least one other Eldritch transmute token.

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The Skull of Cavadar: Part Deux 4 years 1 month ago #290

Mike Steele wrote:

Wade Schwendemann (Dr. Uid) wrote:

Dave wrote:

Wade Schwendemann (Dr. Uid) wrote:

Arcanist Kolixela wrote: As a Wizard if the completed Skull does not grant the 7HP I get for having the Semi Lich Skull I will 100% keep the teeth untransmuted. With the MEC channeling at the relic level 7HP = 14 damage if I use it for channeling damage. That's better than 1 damage from the completed skull.

I hope Jeff decides to let the Semi Lich and the Cavadar Skull work together or to have the tier 8 power be +7HP in coaching that does not use your 1/game


Just to be clear, it's +1 damage per spell, correct?

I would imagine 14 is close to where you will end up in terms of number of spells cast.


The semi-lich skull will give 7hp if you have all 7 teeth. That will equal 14pts of spell damage per room or 42 pts of damage over 3 rooms. I have to agree that for a wizard the semi-lich is better, even though it requires a way to heal in between rooms.

The completed skull is +1 damage, thus 1/spell.


As long as you have at least one other Eldritch transmute token.


While not impossible, it would be somewhat unexpected to find someone that has collected all the teeth without getting at least the Kilt as well.

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The Skull of Cavadar: Part Deux 4 years 1 month ago #291

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Dave wrote:
The semi-lich skull will give 7hp if you have all 7 teeth. That will equal 14pts of spell damage per room or 42 pts of damage over 3 rooms. I have to agree that for a wizard the semi-lich is better, even though it requires a way to heal in between rooms.

Sorry but that is bad math. You cannot spend the same 7HP 3 times. If you have spent it is gone. If you spend another 7HP it would no longer the 7HP you get from the skull. It is either from healed HP or from another starting HP source.
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The Skull of Cavadar: Part Deux 4 years 1 month ago #292

jedibcg Banjo 815 Lover wrote:

Dave wrote:
The semi-lich skull will give 7hp if you have all 7 teeth. That will equal 14pts of spell damage per room or 42 pts of damage over 3 rooms. I have to agree that for a wizard the semi-lich is better, even though it requires a way to heal in between rooms.

Sorry but that is bad math. You cannot spend the same 7HP 3 times. If you have spent it is gone. If you spend another 7HP it would no longer the 7HP you get from the skull. It is either from healed HP or from another starting HP source.


Very true.

And the newest fix to the MEC means that 7HP is now 7damage instead of 14.

That being said a slotless 7hp-7damage over the game is about the same power as +1/spell for most Wizard builds. And it's at least moderately likely you will get some of those HP back from group healing at some point over the dungeon

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The Skull of Cavadar: Part Deux 4 years 1 month ago #293

Adding 7 hp increases the maximum for that character. It is like a battery having a higher capacity. You can recharage to that higher value and then discharge again.

If additional hps were reclassified as temporary where a character lost them first but they do not increase the maximum hit points for a charater than only one use of the extra capacity of 7 hp is possible. This would result in a number of other issues and I don't propose doing this.

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Last edit: by edwin.

The Skull of Cavadar: Part Deux 4 years 1 month ago #294

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Arcanist Kolixela wrote:
Very true.

And the newest fix to the MEC means that 7HP is now 7damage instead of 14.

That being said a slotless 7hp-7damage over the game is about the same power as +1/spell for most Wizard builds. And it's at least moderately likely you will get some of those HP back from group healing at some point over the dungeon


Sorry which newest MEC is 1hp:2damage? I see the Relic at that but I see the MEC at 1:1. Not saying you are wrong I just don't see which version you are talking about.
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The Skull of Cavadar: Part Deux 4 years 1 month ago #295

jedibcg Banjo 815 Lover wrote:

Dave wrote:
The semi-lich skull will give 7hp if you have all 7 teeth. That will equal 14pts of spell damage per room or 42 pts of damage over 3 rooms. I have to agree that for a wizard the semi-lich is better, even though it requires a way to heal in between rooms.

Sorry but that is bad math. You cannot spend the same 7HP 3 times. If you have spent it is gone. If you spend another 7HP it would no longer the 7HP you get from the skull. It is either from healed HP or from another starting HP source.


I love your math. It means a wizard with 60hp is only getting bonus damage of 60 from MEC for the entire dungeon. Any other bonus damage is coming from healing and so you can't count it again. If that's the case, then why all the stress over wizard damage and MEC?

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The Skull of Cavadar: Part Deux 4 years 1 month ago #296

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edwin wrote: Adding 7 hp increases the maximum for that character. It is like a battery having a higher capacity. You can recharage to that higher value and then discharge again.

If additional hps were reclassified as temporary where a character lost them first but they do not increase the maximum hit points for a charater than only one use of the extra capacity of 7 hp is possible. This would result in a number of other issues and I don't propose doing this.


Sorry what does this have to do with the discussion? Are you saying because they can be 'recharged' that you get to count them multiple times? If so you are missing that that energy (to continue your analogy) has to come for somewhere else. The energy of the higher capacity can only be used once. You can charge it up to the higher capacity again but it is not the same energy that was there before therefore cannot be counted as the same energy. Maybe you are saying something different, if so I apologize because I don't follow.
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The Skull of Cavadar: Part Deux 4 years 1 month ago #297

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Dave wrote: I love your math. It means a wizard with 60hp is only getting bonus damage of 60 from MEC for the entire dungeon. Any other bonus damage is coming from healing and so you can't count it again. If that's the case, then why all the stress over wizard damage and MEC?


Don't look at me I have not said anything about damage and the MEC about stress (being too much or not enough). Go talk to those folks, I have nothing to do with that argument. I am talking about how much HP you get from the Semi-Lich Skull which is how much damage you get from it.
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Last edit: by jedibcg.

The Skull of Cavadar: Part Deux 4 years 1 month ago #298

jedibcg Banjo 815 Lover wrote:

Arcanist Kolixela wrote:
Very true.

And the newest fix to the MEC means that 7HP is now 7damage instead of 14.

That being said a slotless 7hp-7damage over the game is about the same power as +1/spell for most Wizard builds. And it's at least moderately likely you will get some of those HP back from group healing at some point over the dungeon


Sorry which newest MEC is 1hp:2damage? I see the Relic at that but I see the MEC at 1:1. Not saying you are wrong I just don't see which version you are talking about.


That was in reference to the Relic previously giving 1:2 not the MEC, mistake in my wording.

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The Skull of Cavadar: Part Deux 4 years 1 month ago #299

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Arcanist Kolixela wrote:
That was in reference to the Relic previously giving 1:2 not the MEC, mistake in my wording.

Okay thank you, I didn't know if it had changed in the middle of the last Jeff post and I missed it.
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The Skull of Cavadar: Part Deux 4 years 1 month ago #300

jedibcg Banjo 815 Lover wrote:

edwin wrote: Adding 7 hp increases the maximum for that character. It is like a battery having a higher capacity. You can recharage to that higher value and then discharge again.

If additional hps were reclassified as temporary where a character lost them first but they do not increase the maximum hit points for a charater than only one use of the extra capacity of 7 hp is possible. This would result in a number of other issues and I don't propose doing this.


Sorry what does this have to do with the discussion? Are you saying because they can be 'recharged' that you get to count them multiple times? If so you are missing that that energy (to continue your analogy) has to come for somewhere else. The energy of the higher capacity can only be used once. You can charge it up to the higher capacity again but it is not the same energy that was there before therefore cannot be counted as the same energy. Maybe you are saying something different, if so I apologize because I don't follow.


No apologies necessary. We're probably just talking apples and oranges. I'll let everyone get back to their discussion.

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