Matthew Hayward wrote:
Arcanist Kolixela wrote: I'd also suggest looking at bonus to hit and bonus to damage at several levels
baseline (no tokens)
top tier (all legendary+ Ultra Rare tokens)
high tier (All Ultra Rare tokens)
mid tier (all Rare tokens)
low tier (all Uncommon tokens)
I think there is a wide margin between classes at multiple tiers.
I'd look at Spell hit and damage for Wizard, attack and spell for Druid, attack and healing for Cleric, paladin
I've started this effort. I won't be at WYC but maybe someone who is interested can print this out and try to make the case.
I've updated the sheet with some common level (e.g. one pack of tokens), and good red builds - in the red builds I'm optimizing for damage per round:
https://docs.google.com/a/discount-dungeon.com/spreadsheets/d/1Cr6g8Lf-Le-cmjIKR-nQg-amfEgI7BnT4KpyQznTy_Q/edit#gid=100713723
As I've been going through this exercise, I've actually changed my views on several items related to balance at rare and below tokens.
Things that struck out at me as really wacky at the rare and lower token:
Two Handed Weapons For the Win:
The best build for everyone other than the Ranger and Monk is probably to wield the best two handed weapon they can manage, and wear the Ring of Brilliance, Ring of Enervation, and Charm of Rampage, which adds +6 damage.
It's sort of a bummer that the way to get to the highest DPR is the same for every class, every class has access to 2 handed weapons, and even the lowly Wizard with a good red build is wading into melee battle at +4 to hit and swinging for an average of 15.5 points of damage each round. Also - this makes the Defender set (and shields in general) sort of silly.
This situation does not seem likely to change at the UR+ tier where between the Boots of the East Wind and Gauntlets of Linked Fury give +10 damage to two handed weapons versus the +5/6 damage available from the Boots of the North Wind and Mithral Gauntlets/Gloves of the Brute.
I'm not sure what can be done about this, maybe changing module design to make AC way more important than it is today for characters who choose to engage in melee attacks? But this seems likely to be problematic for pick up groups with one pack of tokens. Maybe at Hardcore and Nightmare this could come into play.
The Mighty, Mighty Sling:
The Mighty Sling is probably the best rare ranged weapon for all classes other than the Bard and Paladin once the Gauntlets of Ogre Power, Belt of Ogre Power, and Wicket Charm are equipped.
Seriously, You Guys, Nerf The Druid:
The Druid gets:
- 165% of the automatic damage of the Elf Wizard, and 116% of all damage of the Elf Wizard (assuming the Elf hits on their AC-15 slide)
- 106% of the automatic damage of the Wizard, and 67% of all damage of the Wizard (assuming the Wizard hits with both their AC-15 slides)
- 71% of the healing of the Cleric
Equipping the Druid with two uncommons:
Increases these figures to:
- 175% of the automatic damage of the Elf Wizard, and 125% of all damage of the Elf Wizard (assuming the Elf hits on their AC-15 slide)
- 114% of the automatic damage of the Wizard, and 72% of all damage of the Wizard (assuming the Wizard hits with both their AC-15 slides)
- 91% of the healing of the Cleric
The Druid also has more saves, hit points, and usable weapons and armor than the Wizards.
The Wizards only begin to make up a little ground at the UR+ token levels with the UR+ Staff of Focus and Mad Evoker's Charm (which the Druid gets to do once per adventure without a token, and without taking 10 damage, a head and a charm slot) - but arguably the Druid gets more help at these levels as the Rings of Focus help both healing and damage spells, and the Druid gets Lenses of Divine Sight, and the +10 points healing and +1 level from the Eldritch Set bonus.
Anyway - my point is in terms of min/max gaming there is no reason I can think of to play Wizard instead of Druid at the rare token level - and probably at any level.
This seems bad.
A similar disparity seems to exist between the Elf Wizard and the Wizard, to the point that I don't think anyone plays the Elf Wizard.
The Poor Rogue!
I've been thinking the Wizard was the most feeble class, but the Rogue is below average at everything except ranged to-hit, even given the ability to sneak attack without the one round penalty conveyed by tokens.
The Rogue is basically a Druid with worse saves and no spells.
Maybe the rogue should steal the Druid's saves, and 1/3 of their spells.
![;) ;)](/media/kunena/emoticons/wink.png)
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