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Post by chreelister on Dec 4, 2022 14:54:59 GMT
* Ancient Scorcher no longer has Evards and has Enervation instead. * Octavius and his Bonus or Punishment are gone until next year. * Crafted Ammunition has been dramatically improved with new DC and Costs. I will post details of changes in the next post. Be careful though, as the weapons get better, so do the level requirements. You might be able to craft up 250 lbs of axes you can't use for another 5 levels.
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Post by perrit on Dec 4, 2022 15:27:59 GMT
i've done that before with axes and had to trash them
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Post by chreelister on Dec 4, 2022 15:33:11 GMT
All ammunition has either EB+, like Darts, Shurikens and Axes or a Damage Bonus. Arrows and Bolts have a Piercing Bonus equal to their EB Bonus, while Bullets have Bludgeoning. Shurikens, have a Mighty Bonus equal to their EB. Axes have around 75% discount for being only a 50 stack instead of a 99. All Effects are for 2 Rounds - 50% chance. Basic 1.Standard - +1, 1d4 Acid - DC=7, Cost=10. 2.Recruits - +2, 1d6 Acid, Fear(DC14) - DC=17, Cost=55. 3.Adepts - +3, 1d8 Acid, Fear(DC16) - DC=22, Cost=95. 4.Veterans - +4, 1d10 Acid, Fear(DC18) - DC=27, Cost=145. 5.Masters - +5, 2d6 Acid, Fear(DC20) - DC=34, Cost=230. 6.Elite - +6, 2d8 Acid, Fear(DC22) - DC=43, Cost=365. 7.Legendary - +7, 2d10 Acid, Fear(DC24) - DC=49, Cost=580.
Shocking/Icy - Icy will do Slow, then Hold Effect while Shocking will do Blindness and then Stun Effect.
1.Standard - +2, 1d6 Cold/Electrical, Slow/Blindness(DC14) -DC=17, Cost=55. 2.Recruits - +3, 1d8 Cold/Electrical, Slow/Blindness(DC16) - DC=23, Cost=105. 3.Adepts - +4, 1d10 Cold/Electrical, Slow/Blindness(DC18) - DC=29, Cost=165. 4.Veterans - +5, 2d6 Cold/Electrical, Slow/Blindness(DC20) - DC=36, Cost=255. 5.Masters - +6, 2d8 Cold/Electrical, Hold/Stun(DC22) - DC=48, Cost=460. 6.Elite - +7, 2d10 Cold/Electrical, Hold/Stun(DC24) - DC=54, Cost=580. 7.Legendary - +8, 2d12 Cold/Electrical, Hold/Stun(DC26) - DC=61, Cost=740.
Dark 1.Standard - +3, +2 Vamp Regen, 1d6 Fire, 1d6 Negative, Doom(DC14) - DC=29, Cost=165. 2.Recruits - +4, +3 Vamp Regen, 1d8 Fire, 1d8 Negative, Doom(DC16) - DC=40, Cost=320. 3.Adepts - +5, +3 Vamp Regen, 1d10 Fire, 1d10 Negative, Doom(DC18) - DC=47, Cost=440. 4.Veterans - +6, +4 Vamp Regen, 2d6 Fire, 2d6 Negative, Doom(DC20) - DC=63, Cost=790. 5.Masters - +7, +4 Vamp Regen, 2d8 Fire, 2d8 Negative, Doom(DC22) - DC=71, Cost=1005. 6.Elite - +8, +5 Vamp Regen, 2d10 Fire, 2d10 Negative, Doom(DC24) - DC=81, Cost=1310. 7.Legendary - +9, +5 Vamp Regen, 2d12 Fire, 2d12 Negative, Doom(DC26) - DC=90, Cost=1620.
Light 1.Standard - +3, 1d6 Sonic, 1d6 Magical, Daze(DC14) - DC=31, Cost=190. 2.Recruits - +4, 1d8 Sonic, 1d8 Magical, Daze(DC16) - DC=40, Cost=320. 3.Adepts - +5, 1d10 Sonic, 1d10 Magical, Daze(DC18) - DC=48, Cost=460. 4.Veterans - +6, 2d6 Sonic, 2d6 Magical, Daze(DC20) - DC=63, Cost=790. 5.Masters - +7, 2d8 Sonic, 2d8 Magical, Daze(DC22) - DC=71, Cost=1005. 6.Elite - +8, 2d10 Sonic, 2d10 Magical, Daze(DC24) - DC=81, Cost=1310. 7.Legendary - +9, 2d12 Sonic, 2d12 Magical, Daze(DC26) - DC=90, Cost=1620.
I originally was going to make 1 level below and above these listed and have the top 2 drop only, meaning the tool needed to make them is drop only, say something like Perfect and Godly, but adding a level takes up at least 31 resources. So we are basically missing a bottom level, which I think we can do without, Basic or Acid has the bottom level and is missing the top 2. The top level is missing too on the rest of these, which would be a drop only maker, which could be added later if we can free up 31 resources and we deem it needed or worth it.
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Post by perrit on Dec 4, 2022 15:50:15 GMT
excellent stuff Chree, nice boosts all round and great to see axes now having up to +9EB, cheers
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Post by taroc on Dec 4, 2022 18:02:34 GMT
Excellent work Chree!
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Post by ruithetemplar on Dec 4, 2022 23:29:53 GMT
Good job!
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Post by kid on Dec 6, 2022 7:25:43 GMT
Nice to see ammo getting looked at. I was wondering why the change from divine to magic for the light arrows though? Magic is resisted quite a lot endgame so I was wondering if it will work out?
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Post by chreelister on Dec 6, 2022 14:50:09 GMT
Nice to see ammo getting looked at. I was wondering why the change from divine to magic for the light arrows though? Magic is resisted quite a lot endgame so I was wondering if it will work out? I didn't want to go with Divine, even though it makes more sense since it is Light and all, because of it not stacking with Divine Might.
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Post by kid on Dec 6, 2022 15:19:48 GMT
Nice to see ammo getting looked at. I was wondering why the change from divine to magic for the light arrows though? Magic is resisted quite a lot endgame so I was wondering if it will work out? I didn't want to go with Divine, even though it makes more sense since it is Light and all, because of it not stacking with Divine Might.
Seems to work fine for melee weapons, I don't recall it being an issue for ranged either with old ammo? Might/favor aren't weapon buffs so they should stack?
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Post by chreelister on Dec 6, 2022 15:23:03 GMT
It might. I could change it, if everyone thinks it might be better. They was something I think that was coded for Divine Might to stack with Divine damage on melee weapons, but I wasn't sure on Ammo.
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Post by kid on Dec 6, 2022 15:31:23 GMT
It might. I could change it, if everyone thinks it might be better. They was something I think that was coded for Divine Might to stack with Divine damage on melee weapons, but I wasn't sure on Ammo. If it works then I'd go for changing it, unfortuantly not got any ranged pally or ranged cleric with might to test for sure but I've never heard it mentioned once that I recall.
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Post by donojono on Dec 6, 2022 22:44:52 GMT
Would need to make sure that pussiant, rage, divine might are not impacted. for some reason i thought light made sonic and fire and dark made negative and acid before hand, not sure where i got that from.
excellent changes would be interested in the drop only item in the future for higher EB and better stats like + 10 vamp regen , maybe a 100% chance on hit etc or maybe some ammo with 20 Damage x 1 or x 2 instead of 2d12. x 2
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Post by kid on Dec 7, 2022 3:03:14 GMT
Would need to make sure that pussiant, rage, divine might are not impacted. for some reason i thought light made sonic and fire and dark made negative and acid before hand, not sure where i got that from. excellent changes would be interested in the drop only item in the future for higher EB and better stats like + 10 vamp regen , maybe a 100% chance on hit etc or maybe some ammo with 20 Damage x 1 or x 2 instead of 2d12. x 2 It can't affect puis or rage.
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Post by tb415 on Dec 9, 2022 21:42:41 GMT
I agree that it should switch back from magic to divine, magic ends up being a nerf since so many creatures got defense against missile storm back then. Divine is much better.
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Post by tb415 on Dec 26, 2022 8:20:53 GMT
Edited. Now I realize the max bonus from items and bard song is 51. Now I have no way to get to the top ammo types as I had counted on top dc being 70.
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