Trying out hard Core D and D rules setting on the server.
Moderators: Dasaria Game DMs, A&SI Moderators
I think mainly Wyvern because they already hit for high amounts of damage. Adding in crits the guards which hit for around 16-20 now also crit for 45-55 on me. They also seem to be hitting me alot more often even though my AC has not changed compared to before this was added in.Wyvern wrote:It's a tough world out there. If you can crit them, why shouldn't they do the same to you?
Jeh said there are a bevy of buffs available, to mages, clerics and druids yes there are but not to others apart from lowl evel charms.
The goblins in the goblin caves hit for 10 damage I have not seen their crits yet but if they crit in the same range as in the tower that would be about 30 damage that is going to one hit kill alot of people in the level range the area is designed for. Maybe this is the intention.
I used to play on a server in the original NWN where crits were as high as these are from mobs and to live you either had to have very high AC or be a pale master. I dont want to see that happen here.
Anyway just my thoughts
Too hard? Too dangerous? Don't adventure.Sunraven wrote:I think mainly Wyvern because they already hit for high amounts of damage. Adding in crits the guards which hit for around 16-20 now also crit for 45-55 on me. They also seem to be hitting me alot more often even though my AC has not changed compared to before this was added in.Wyvern wrote:It's a tough world out there. If you can crit them, why shouldn't they do the same to you?
Jeh said there are a bevy of buffs available, to mages, clerics and druids yes there are but not to others apart from lowl evel charms.
The goblins in the goblin caves hit for 10 damage I have not seen their crits yet but if they crit in the same range as in the tower that would be about 30 damage that is going to one hit kill alot of people in the level range the area is designed for. Maybe this is the intention.
I used to play on a server in the original NWN where crits were as high as these are from mobs and to live you either had to have very high AC or be a pale master. I dont want to see that happen here.
Anyway just my thoughts
Adventuring is a risk. Live with it...or stay at the tavern.
Bring on the hard core rules...while you're at it, lets make it even harder core once the HCR rules are out for NWN2. As it stands, its way too friendly (the death penalty = a slap on the wrist)
-k9burn
When everything is coming your way, you're in the wrong lane.
When everything is coming your way, you're in the wrong lane.
Just so you know, I think there is a bug with mobs and "automatic hits".
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
Jeren Blackbolt - spellsword (inactive)
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
-
happydictates
- Commoner
- Posts: 23
- Joined: Sat Dec 02, 2006 1:56 am
im glad this was added. the aoe spell changes are especially important. unlike in other games where aoe damage is weaker than single target per individual targets, D&D aoe seems extremely powerful in comparison to single target spells. however, they are like that because they have the draw back of possibly hitting your party mates for the same damage. without that risk, aoe in a D&D environment is ridiculous.
i first noticed this in the oc when i could cast fireball after fireball without fear, then immediately changed to hardcore rules so the game would be at least moderately difficult.
i first noticed this in the oc when i could cast fireball after fireball without fear, then immediately changed to hardcore rules so the game would be at least moderately difficult.
-
Greensleeves
- Dasarian
- Posts: 108
- Joined: Sat Dec 02, 2006 2:35 am
Neither you nor mobs will hit on anything but a natural 20 if you can't beat someones AC. If their crit range is 19-20, and they roll a 19(+3) and your AC is 35, they will not score a hit. (unless I'm horribly mistaken)xAndersx wrote:Just so you know, I think there is a bug with mobs and "automatic hits".
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
k9burn wrote:
Too hard? Too dangerous? Don't adventure.
Adventuring is a risk. Live with it...or stay at the tavern.
Bring on the hard core rules...while you're at it, lets make it even harder core once the HCR rules are out for NWN2. As it stands, its way too friendly (the death penalty = a slap on the wrist)
AAh right ok so what is already hard for those unble to buff the answer for you is to make it harder still and then increase the penalties. Do you want anything but druids, clerics and mages to be able to enjoy themselves? After all it is meant to be fun and I doubt a new comer to Das will have much fun being one hit killed all the time.
I was offering my opinion and feedback on the damage and critting and the fact that mobs are hitting alot more often.
Yes adventuring should be risky but it should still be fun. With 34 AC with combat expertise I am still geting hit alot and then I can see a mage buff up cast tensers transformation and watlz though and area taking no damage. May be fun for the mage.
Do you have a problem with constructive criticism being given?
In my experience you are correct unless most the mobs only use weapons that crit on a 20.Greensleeves wrote:Neither you nor mobs will hit on anything but a natural 20 if you can't beat someones AC. If their crit range is 19-20, and they roll a 19(+3) and your AC is 35, they will not score a hit. (unless I'm horribly mistaken)xAndersx wrote:Just so you know, I think there is a bug with mobs and "automatic hits".
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
Has the mobs agro range been increased? I have been having mobs from several rooms away in the tower joining in on fights, having 3 or 4 extra mobs joining the two you and your partner are already fighting basically means you die. They also seem to be respawning alot faster there than before.
So far this evening has not been fun in the slightest.
So far this evening has not been fun in the slightest.
- angel rogue
- Dasarian
- Posts: 133
- Joined: Sun Dec 03, 2006 3:50 am
- Main Player Character: Kira Cassidy
- Location: Florida
- Contact:
I hadn't really noticed that enemies weren't critting me until crits were turned on. Most of these rules I'd thought were already part of the game, so I'm not too bothered by them. I'm glad they came right after stabalizing was implimented. It sort of cusions the difficulty level increasing.
I don't think that death needs to be made worse. I think it's decently damaging when dying more then once makes it so you're lucky to break even in an area in terms of exp.
I don't think that death needs to be made worse. I think it's decently damaging when dying more then once makes it so you're lucky to break even in an area in terms of exp.
Dispel is rampant in the mages tower.
I have a level 14 pure cleric. The only spell Buffs I use are:
*Divine Favor (but at +4 basically brings me in line with fighter build)
*Battletide (currently bugged so that thehaste element is unreliable)
*Magic Vestment (simply because I havent found the +3 Armor yet - you can duplicate this buff)
*GMW (gives me a +3 weapon because I have only found a +2 - again, you can duplicate this buff as a non-buffer)
*Shield of Faith (gets dispelled a lot and you can use shield charms)
Mostly, since they don't last anyways due to dispel, I use pots and charms: bulls pots, PFA charm, Bless Pots, Barkskin
The bonus HP buffs like divine power, Aid, Greater Heroism are all bugged right now such that the spell cancels when the bonus HP are lost. So they are unusable. Really, given how much cash you can generate and how cheap, plentiful, and fairly all-encompassing the buff pots and charms (ditto for heals) are I would say that in Dasaria the non-casting melee are a lot closer to the casting melee in power than is normal. In the tower they may well be on par.
I have a level 14 pure cleric. The only spell Buffs I use are:
*Divine Favor (but at +4 basically brings me in line with fighter build)
*Battletide (currently bugged so that thehaste element is unreliable)
*Magic Vestment (simply because I havent found the +3 Armor yet - you can duplicate this buff)
*GMW (gives me a +3 weapon because I have only found a +2 - again, you can duplicate this buff as a non-buffer)
*Shield of Faith (gets dispelled a lot and you can use shield charms)
Mostly, since they don't last anyways due to dispel, I use pots and charms: bulls pots, PFA charm, Bless Pots, Barkskin
The bonus HP buffs like divine power, Aid, Greater Heroism are all bugged right now such that the spell cancels when the bonus HP are lost. So they are unusable. Really, given how much cash you can generate and how cheap, plentiful, and fairly all-encompassing the buff pots and charms (ditto for heals) are I would say that in Dasaria the non-casting melee are a lot closer to the casting melee in power than is normal. In the tower they may well be on par.
I know, that is how it should be, I think we all agree on that! But what i'm telling you is that mobs have been hitting anyways, even when they shouldn't! Am I the only one who've noticed this then?Greensleeves wrote:Neither you nor mobs will hit on anything but a natural 20 if you can't beat someones AC. If their crit range is 19-20, and they roll a 19(+3) and your AC is 35, they will not score a hit. (unless I'm horribly mistaken)xAndersx wrote:Just so you know, I think there is a bug with mobs and "automatic hits".
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
Jeren Blackbolt - spellsword (inactive)
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
-
jawsofhana
- Dasarian
- Posts: 128
- Joined: Sat Nov 25, 2006 5:07 pm
No, you are correct. You will hit as long as you crit. If you would crit on a 13, you would hit an AC of 206. This also goes for the monsters.xAndersx wrote:I know, that is how it should be, I think we all agree on that! But what i'm telling you is that mobs have been hitting anyways, even when they shouldn't! Am I the only one who've noticed this then?Greensleeves wrote:Neither you nor mobs will hit on anything but a natural 20 if you can't beat someones AC. If their crit range is 19-20, and they roll a 19(+3) and your AC is 35, they will not score a hit. (unless I'm horribly mistaken)xAndersx wrote:Just so you know, I think there is a bug with mobs and "automatic hits".
Normally, only a natural 20 is an automatic hit regardless if your crit range is 19-20, 18-20 or even better. But mobs will hit your AC 35 even with an attack roll of 19+3 if 19 is within their crit range.
So until now, mobs have already had things stacked in their favour in that regard.
Now, with mobs allowed to crit, isn't there a risk that they will crit when they weren't even supposed to hit at all? I can't offer any proof of this bug, but i've noticed how i've been hit when they should've missed me. And the only explaination I can come up with is that they rolled a 19 and that Obsidian counted that as an automatic hit.
Some mornings it doesn't seem worth it to gnaw through the leather straps..
Really I haven't noticed this to be the case on Arena servers, though I admit that I haven't really checked. Is this the case for PvP as well?jawsofhana wrote:No, you are correct. You will hit as long as you crit. If you would crit on a 13, you would hit an AC of 206. This also goes for the monsters.xAndersx wrote:I know, that is how it should be, I think we all agree on that! But what i'm telling you is that mobs have been hitting anyways, even when they shouldn't! Am I the only one who've noticed this then?Greensleeves wrote: Neither you nor mobs will hit on anything but a natural 20 if you can't beat someones AC. If their crit range is 19-20, and they roll a 19(+3) and your AC is 35, they will not score a hit. (unless I'm horribly mistaken)