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TOPIC: Psyferres + Reaver + Horror ?? not good?

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #1

So, I have a ranged ranger...and I boosted for three figurines to be useful in healing when needed too...

but anyway....I really like the triple cast for the monster where I feel like DR is not there...when DR is there, clearly the wrong answer...
15 light + 6 darkrift + 10 darkrift for 31 pts of basically unresisted?

If our team is in trouble the combination of this free stuff gives us close to 250pts of damage...which is alot?...and as a group, its the same as a "stun" from the monk because we get near the equivalent damage without marking cards...

am I over encouraged by this? Is it wrong thinking? As I read all the BiS and the figurines, eyes...this is never mentioned?
Jamie
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Last edit: by Jamie Campbell.

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #2

It's very powerful on Normal, but 20x UR and 10x of a somewhat involved Rare transmute probably should be.

Each source gets DR applied separately. I don't know what modules say, but any amount of DR on HC/NM will start to trend those numbers down. DR 5 will stop Horror. DR 10 will stop Horror + Reaver.

You can only Care Bear Stare once per adventure, so maybe you could blow it on an early monster that looks like it doesn't have DR to shorten that combat. Using it on the BBEG is probably a bad idea at higher difficulty. Given all that, it's probably fine.

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Last edit: by Marc D.

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #3

Jamie Campbell wrote: So, I have a ranged ranger...and I boosted for three figurines to be useful in healing when needed too...

but anyway....I really like the triple cast for the monster where I feel like DR is not there...when DR is there, clearly the wrong answer...
15 light + 6 darkrift + 10 darkrift for 31 pts of basically unresisted?

If our team is in trouble the combination of this free stuff gives us close to 250pts of damage...which is alot?...and as a group, its the same as a "stun" from the monk because we get near the equivalent damage without marking cards...

am I over encouraged by this? Is it wrong thinking? As I read all the BiS and the figurines, eyes...this is never mentioned?


Basically, at NM+ DR is such that I would expect nearly no damage (likely 5 per person or less) against the big bad. Against earlier monsters, they are probably cupcakes anyway, so I don't really feel like you need a big blast of once per game damage against them.

I like it for a Quick and the Dead style theme where you want to kill stuff in 1 round, but beyond that I would choose other things

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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #4

Our group uses Reavers, and some Horrors, and 1 Psyferres. So not the full big blast, but 125 or so. We've tended to try to blast like the penultimate combat with them. As the BBEG do tend to have DR. I actually like them more on runs with less than 10 to use earlier to save resources.

Important to note is that Psyferres does use a free action, so that gets in the way for some characters. But it is non-magical, so in some fights that's helpful. I'm looking at you Hooked Horror.

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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #5

I stopped equipping them because of the DR.

I wish DR were eliminated from the game and the monsters just had more base HP instead.

It's not fun.
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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Last edit: by Reap.

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #6

Reap wrote: I stopped equipping them because of the DR.

I wish DR were eliminated from the game and the monsters just had more base HP instead.

It's not fun.


I totally agree. DR is definitely not fun...
Jamie
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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #7

Jamie Campbell wrote:

Reap wrote: I stopped equipping them because of the DR.

I wish DR were eliminated from the game and the monsters just had more base HP instead.

It's not fun.


I totally agree. DR is definitely not fun...


Agree DR Boo! I'm fine if like a fire elemental has immune to fire or fire resistance DR, but DR to all attacks kinda stinks.

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Last edit: by David Harris.

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #8

Based on one instant action per turn this combo takes two turns. So if you could survive the extra attack to complete the second instant there maybe better choices.

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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #9

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edwin wrote: Based on one instant action per turn this combo takes two turns. So if you could survive the extra attack to complete the second instant there maybe better choices.

I thought there was no limit to the number of instant actions you can take in a round?

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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #10

NightGod wrote:

edwin wrote: Based on one instant action per turn this combo takes two turns. So if you could survive the extra attack to complete the second instant there maybe better choices.

I thought there was no limit to the number of instant actions you can take in a round?


Yeah I think that's right. As Wizard I've done Standard - spell, Free - Psyferres, Instant - Reaver, Instant - Horror a .number of times. Those DMs did not object.

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Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #11

there is no limit to instants...just the one free one standard

from TokenDB on Reaver:
"Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard."
Jamie
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Last edit: by Jamie Campbell.

Psyferres + Reaver + Horror ?? not good? 2 years 1 month ago #12

Given that FoP options aren't the greatest, not like a lot of competition there.

Eyes has significant competition, but it's not so great that I think Psyferre's is bad.

It's a combination of a few things. One is remembering to use these effects. Another is that combats besides room 7 don't really matter much on nearly all of my runs; in the rare cases that they do, probably screwed in room 7, where using in room 7 runs into DR often. One off damage just doesn't interest me a whole lot - it doesn't feel like doing much or expending any effort, where one might wonder why healing 20 with an instant action feels differently - it just does.

As for DR, I've been in favor of DR. But, let me run some numbers to argue against it.

Loser class - 45 damage/round. Monk/ranger - 100 damage/round. DR 15.

Each Round: Loser does 30, 66% damage. MR does 70, 70% damage. Hmmm ... not as exciting as it seemed. Difference goes from 55 damage/round to 40 damage/round, which is what I tend to think of as shrinking the gap.

If losers are only doing like 30 damage/round, they add 15 to the party total, which does feel bad. Meanwhile, barbarian is doing 75-15=60 damage a round, which doesn't feel bad.

Often in RPGs, I look to close the gap on damage output to not have losers feel as bad, but damage reduction as a percentage doesn't do that. What really looking for is some marginal DR, e.g. every point of damage above 30 is halved.

That would look like 45-7=38 versus (50-10)*2=80 versus 75-22=53, which still doesn't work as the two attacks aren't that much higher than the threshold, though it closes the barbarian gap. Though, it does mean that the 30pt attacks just do 30pts., which doesn't have a NPE for that class.

Of course, whenever I get into this, someone mentions nerfing MR to fix the problem. I just don't see MR being brought down into the 60 damage/round range, where monk has all sorts of interesting abilities and great saves and ranger is a dual melee/ranged threat for being below barbarian damage output.

Speaking of wizzes ...

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Last edit: by Ian Lee.
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