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TOPIC: Legendary Necklace Workshop

Legendary Necklace Workshop 10 months 1 week ago #1

Jeff mentioned something over here truedungeon.com/forum?view=topic&defaultmenu=141&catid=737&id=257369&start=0 about: "Lastly, and hopefully very soon after the classes are re-aligned, we will hammer out any changes we want to make to the various class-specific Legendary tokens. We need to re-balance them so all class have equal amounts of fun."

This got me thinking about our current crop of class specific Legendaries - most specifically the Legendary Necklaces.

My general impression had been that many of them are ridiculously overpowered, in terms of what we could have / should have expected for a legendary neck slot item.

However, as I've been considering what I might think of as "fair" neck slot class based legendries, I'm a bit surprised to see my opinion changing to most of these aren't so bad.

I thought it might be interesting to hear other people's thoughts on this, and to lay out my own.




Simple Approach - Legendary Necklace Factory:

Step 1. Start with a UR neck slot item, such as: Stu-Pendous Pendant, Medallion of Valhalla, Medallion of the Sweetwoods.

Step 2. Add on to the UR more features consistent with a UR to Legendary Jump.

Step 3. Optionally, apply some transformations to the resulting stat line, allowing for:
..* Reduce melee hit and damage by 1 and gain critical hit on 19+
..* Reduce a to-hit by 1 to add +1 to damage for the same attack mode
..* Restrict a melee mode to two handed only for +2 damage




Step 2 Options What Is a UR to Legendary Jump?

We have several existing examples of legendary progress, from before the Class Based Legendries:
  • Back: +3 to Saves
  • Finger: +4 to focus
  • Finger: +4 to AC
  • Mainhand Melee: +3 to hit, damage, and for caster weapons also focus
  • Mainhand Ranged*: +2 to hit, +8.75 damage, Crit Range Expansion from 19+ to 18+
  • Waist: +4 to STR

* One of these things is not like the others! The Mainhand Ranged bump comes from Io's Ultra Keen Slayer Bow, and seems way out of line with the other bonuses. However, that should also make us realize some of the power levels seen in the class based legendries are not unprecedented.

Generally the neck slot has been considered one of the most powerful slots, so I'd say any of these incremental effects is reasonable to tack on to a UR neck item that is moving to Legendary.





Workshopping some Existing Class Based Legendries

Ralson's Pendant of the Yew provides:

+5 to CON
+9 damage with ranged attacks
Use any scroll 2/game
Animal Friend

Let's see how we can build this using the approach above:

Step 1: Begin with a UR neck slot item: Medallion of the Sweetwoods: +3 DEX, +4 CON

Step 2: Add a UR to Legendary bump, selecting the Mainhand Ranged one, giving a total of:

+3 DEX, +4 CON, +2 to hit with ranged weapons, +8.75 ranged damage, crit on 19+ with ranged attacks

This is pretty clearly much better than Ralson's as is.

One could argue the UR to Legendary bump offered by Io's is too good and should be ignored as a possibility. If instead we grant a simple +3 to hit and damage as the UR to Legendary bump, we'd get:

+3 DEX,+4 CON, +3 to hit with ranged, +3 to damage with ranged.

Step 3: Let's make the trade of +3 to hit with ranged for +3 to damage with ranged, bringing us to:

+3 DEX, +4 CON, +6 damage with ranged

I think generally people would allow for a trade of +1 DEX for +1 CON, and a trade of +2 DEX for +1 ranged damage, so lets make both those trades, giving:

+5 CON, +7 damage with ranged

This is not so far off of Ralson's - and I have no problem with the 2/scroll and Animal Friend abilities, which I would classify as "dorky fun" that has no substantial bearing on power level.




Bog's Medallion of Berzerking provides:

+10 to damage with 2 handers
+1 Rage use
Fury 2/game

Let's see how we can build this using the approach above:

Step 1: Begin with a UR neck slot item: Stu-Pendous Pendant: +3 STR, +3 DEX

Step 2: Add a Legendary bump, selecting Mainhand Melee of +3 to hit and damage, giving a total of:

+3 STR, +3 DEX, +3 to hit with melee, +3 to damage in melee

Step 3: Restrict ability to two handed melee weapons for +2 damage giving:

+3 STR, +3 DEX, +3 to hit with melee, +5 to damage in melee with two handed weapons

Step 3 again: Swap +3 to hit for +3 to damage giving:

+3 STR, +3 DEX, +8 to damage in melee with two handed weapons

Step 3 again: Swap +2 STR for +0/+2 in melee, giving:

+1 STR, +3 DEX, +10 to damage in melee with two handed weapons

The remaining delta between these two items is:

+1 STR and +3 DEX versus +2 additional uses of Greater Rage and Fury 2/game.

Clearly Bog's is a bit better than you'd get out of my factory, but it's not stratospherically better.




Final thoughts:

1. To make a better factory, you could expand the URs considered in step 1. For instance, the basis of the Monk Legendary could be hand slot UR Gloves of the Flying Fist, and the basis of the Druid Legendary could be the UR Shirt slot Shirt of the Fey.

2. Being a "class restricted" item is probably worth something all on its own. I'd say that something is probably worth in the neighborhood of +2 points of damage to one mode, and some amount of "dorky fun" that adds flavor and doesn't really tip the balance of power.

Examples of Dorky Fun would include things like Druids being able to use any polymorph potion without turning it in, Monks getting a few extra Psychic Power uses, Rangers getting Scrolls and Animal Friends, and several of the ArchMage powers like Boost, Assure, and Intensify.

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Legendary Necklace Workshop 10 months 1 week ago #2

If you're using URs as a starting point, it's important to try to make sure that they are relatively equal in power. To use your example, the Gloves of Flying Fist are FAR more powerful than Shirt of the Fae.

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Legendary Necklace Workshop 10 months 1 week ago #3

Mike Steele wrote: If you're using URs as a starting point, it's important to try to make sure that they are relatively equal in power. To use your example, the Gloves of Flying Fist are FAR more powerful than Shirt of the Fae.


But I find this to be a core problem. Many like the idea of equal power right? I know it sounds good in my head, but one thing that I hear that really resonates with me… the classes are never going to be equal. Don’t get me wrong, like I mentioned earlier, I love the sound of it.. but the reality is this is a game based off fantasy D&D kinda things. There are different classes and each class has things that are more unique. I love Paladin, have my entire life, but I also play fighter and DF and I’m working on Barbarian. As much as I’d love to hit triple digit hits, even 1x in the entire dungeon as a Paladin. But it’s just not gonna happen, not ranged or melee. But if I play barbarian I can, or possibly monk, deff rouge. Paladins are known to have really high AC which helps with guarding and staying alive. I see each class as being unique and I honestly don’t think we can make things “ equal “.
I do agree though with the UR. There are 3 that really stick out. The gloves for monk, the bow for rouges, and the Pelor for Clerics. All extremely powerful items that when we look at now, we would say they would have to be at least relic to have that power. I don’t think there power or impact were really known when they were created and only in time and some linking with other tokens became power houses. Creating all UR as an equal starting, then maintaining that as they progress while trying to balance the class specific angle into legendary zones is really really difficult. Like I said, I’d love for it to be that way in my mind, but as far as an adventure dungeon, with different classes and abilities. It really shouldn’t be equal ( I know I know…..) we all wants best for our favorite classes and for the game but I worry going down the path of trying to balance everything as equal will lead to more trouble that it will help. I could be wayyyyy overthinking this though..

Reading this over… I’m pretty sure DF could hit triple digits with 5th lvl enhance crit power mixed with Kilgore or the deathcleaver. But nat 20 are quite hard to get in RNG.

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Last edit: by Tyraël The Just.

Legendary Necklace Workshop 10 months 1 week ago #4

I would put the ring and the charm of spell storing on the list of URs that are relic level. The ability to cast a free 3rd level spell as a free action with full spell damage modifiers is really powerful.

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Legendary Necklace Workshop 10 months 1 week ago #5

One thing this workshop seems to reveal is how overpowered Viv's is.

Step 1: Start with Medallion of the Sweetoods for +3 DEX, +4 CON

Step 2: Add +3 to hit and damage in Melee, which we'll shorthand to +6 STR for comparison purposes, giving:

+6 STR, +3 DEX, +4 CON

Compare that to actual Viv's which is:

+8 STR, +3 DEX, +4 CON
Expanded crit range to 19+ on one handed melee weapons
Bonus to Reflex saves equal to shield AC
Double Strike
Power Attack

That is a pretty big gap. I think the Bonus to Reflex saves and Power Attack could be chalked up to "Dorky Fun." - but +2 STR, expanded crit range, and Double Strike are all very good abilities, comparaible with things I'd expect to see on a UR bead or Charm each.

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Legendary Necklace Workshop 10 months 6 days ago #6

As a wizard, I'm particularly attached to my class legendary primarily because it isn't just a stat boost. It's a bunch of cool powers, and I have to eat away at my HP every time I use them. A couple of the other class legendaries are like that as well. Would your factory just eliminate that kind of legendary, or is there a way to account for things that have no stats, and just have special powers?

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Legendary Necklace Workshop 10 months 6 days ago #7

Zorblak wrote: As a wizard, I'm particularly attached to my class legendary primarily because it isn't just a stat boost. It's a bunch of cool powers, and I have to eat away at my HP every time I use them. A couple of the other class legendaries are like that as well. Would your factory just eliminate that kind of legendary, or is there a way to account for things that have no stats, and just have special powers?


I'm not proposing only things from this method can be allowed.

I'm just saying, here is a fairly reasonable way you could generate legendary neck items, and if you did, some of the class based legendaries are quite close to what this method comes up with.

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