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TOPIC: SUPER Final Transmuted Images

SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #1

These are the big guns. The Mage Medallion and Arch-Mage Medallion will have more info posted Sunday morning...unless I sleep in...which might happen. I nerfed the Fighter Relic just a tiny bit <ducks>...but not much else has changed.

Thank you for being such a big help with this project!

truedungeon.com/files/Transmuted2021.jpg
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #2

Suggesting a change to the wording for the Wizard Relic/Legendary for clarity and less words needed.

Relic -
as MEC but always 2 damage for each 1 HP channeled. Additionally adds new Mage Power options beyond the MEC FA option. May use a different Mage Power each round.


Legendary -
As MM and Provides new Archmage Power choices. May use one Mage Power or Archmage Power each Round.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #3

I agree with the Clerics that the Relic should include their UR ring effect so they aren't forced to double up to gain the full abilities. I suggest changing the Relic to allow 1st level, 2nd level and Restore Spell as Free Action.

I'd also have the Legendary allow Restore Power as a Free action in addition to the other effects just to give the Clerics the most versatility options.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #4

Do all Mage Powers require losing 15 HP? Please make some of them not lose hp maybe?
I play Wizard.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #5

  • Harlax
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Fighter Relic Why?

Please either put the full STR back to 7 or add another 1 STR to the legendary
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #6

Anthony Barnstable wrote: Do all Mage Powers require losing 15 HP? Please make some of them not lose hp maybe?


I think we are waiting for further clarification by jeff.
Fall down......Go boom!
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #7

  • Harlax
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Harlax wrote: I have taken my current build and projected what I can expect. I did make one change, swapping Welfors for Thors. I don't have Welfors, but it represents the best case scenario for one handed weapon. Other builds will be somewhat better for damage, but with tradeoffs lilke lower saves, AC and hit points.



The numbers assume
Gain 4 strength over Stu-Pendous
Use of Bulls Strength potion (free action with pouch of tulz)
Cleric casts Prayer
Add =4/+4 for 5th level Bard with Widseths.
Use of Power Attack
Use of Runestone to add +1 damage
A single target (this will be the vast majority of rooms given recent history)

HUMAN FIGHTER
My current +25 to hit and +27 to damage becomes +25/+36
In the VTD realm I will hit 90% of the time on any monster with less than a 37 AC. I will Crit 20% of the time. I will miss for no damage 10% of the time. Normal damage 70% of the time.

Minimum Normal Damage is 52 .
Average Normal Damage is 56.5
Max Normal Damage is 63

Minimum Crit damage 104
Average Crit damage 113
Max Crit damage 126

Over time that will average out to 69.3 per round.
Dwarf gets 2 less strength to start but gets 3X Crit on 20, 2X crit on 19. Over time an average of 74.4
My Dwarf Fighter using Thor's will average 64.2 per round over time.


Some Wizards are saying they need 100 damage to be "competitive."

TELL ME AGAIN HOW THIS IS "OVERPOWERED."


My analysis of the version we thought was wrapped up. Adding every buff under the sun, an average of 69 damage per round under perfectly ideal conditions
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
Last edit: by Harlax.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #8

Adam Guay wrote:

Anthony Barnstable wrote: Do all Mage Powers require losing 15 HP? Please make some of them not lose hp maybe?


I think we are waiting for further clarification by jeff.


Waiting on Jeff.

Nice thing is he has mentioned allowing us to add mage powers via tokens so even if all of the core ones require HP channeling there's nothing stopping the design of a replacement Mage Power in the 2022 transmute set that uses another trigger instead.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #9

I just counted them all up and compiled a list of them: this is the tenth attempt by Jeff (9th with pictures) at the Wizard Legendary, from Quessor’s (2) to Slithigarrette’s (4), to Ashenne’s (3-4). I do appreciate Jeff’s willingness to put in so much effort and make so many drastic changes. Though I am still secretly hoping he goes back to any iteration of Quessor’s or Slithigarrette’s :P
I play Wizard.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #10

Harlax wrote: Fighter Relic Why?

Please either put the full STR back to 7 or add another 1 STR to the legendary


Yeah. What he said.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #11

I like the current set with the powers expressed and wording as is.
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SUPER Final Transmuted Images <Last Chance! 1 month 3 weeks ago #12

Harlax wrote:

Harlax wrote: I have taken my current build and projected what I can expect. I did make one change, swapping Welfors for Thors. I don't have Welfors, but it represents the best case scenario for one handed weapon. Other builds will be somewhat better for damage, but with tradeoffs lilke lower saves, AC and hit points.



The numbers assume
Gain 4 strength over Stu-Pendous
Use of Bulls Strength potion (free action with pouch of tulz)
Cleric casts Prayer
Add =4/+4 for 5th level Bard with Widseths.
Use of Power Attack
Use of Runestone to add +1 damage
A single target (this will be the vast majority of rooms given recent history)

HUMAN FIGHTER
My current +25 to hit and +27 to damage becomes +25/+36
In the VTD realm I will hit 90% of the time on any monster with less than a 37 AC. I will Crit 20% of the time. I will miss for no damage 10% of the time. Normal damage 70% of the time.

Minimum Normal Damage is 52 .
Average Normal Damage is 56.5
Max Normal Damage is 63

Minimum Crit damage 104
Average Crit damage 113
Max Crit damage 126

Over time that will average out to 69.3 per round.
Dwarf gets 2 less strength to start but gets 3X Crit on 20, 2X crit on 19. Over time an average of 74.4
My Dwarf Fighter using Thor's will average 64.2 per round over time.


Some Wizards are saying they need 100 damage to be "competitive."

TELL ME AGAIN HOW THIS IS "OVERPOWERED."


My analysis of the version we thought was wrapped up. Adding every buff under the sun, an average of 69 damage per round under perfectly ideal conditions


That does seem low.

Would it be better with crit 19-20 x3 or with something more like +5 melee damage?

Not someone who has ever played Fighter so I don't know what you'd all need
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