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TOPIC: Transmute Ideas Please!

Transmute Ideas Please! 1 year 2 months ago #469

So this is my first time thinking about something like this, and please excuse me if this has already been suggested, but here goes.

We have a number of items that add bonus elemental damage depending on the type of weapon and range (2H vs 1H; Melee vs Ranged) a character uses to make an attack. For example, the Ring of the Eel dealing +3 Shock with melee weapons.

I was thinking that it would interesting to have a transmute (not certain what rarity of transmute to suggest, but I'd like to believe this to be a tiered progression) that gives a damage bonus that counts as all elemental types.

Something along the lines of:

+ 3 damage that counts of all damage types when using a weapon.


Something that would combine items like:

Ring of the Eel
Ring of the Yeti
Ioun Stone Infernal Fire Prison
Ring of Brilliance
Any future items
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Transmute Ideas Please! 1 year 2 months ago #470

Aaron Jozwiak wrote: So this is my first time thinking about something like this, and please excuse me if this has already been suggested, but here goes.

We have a number of items that add bonus elemental damage depending on the type of weapon and range (2H vs 1H; Melee vs Ranged) a character uses to make an attack. For example, the Ring of the Eel dealing +3 Shock with melee weapons.

I was thinking that it would interesting to have a transmute (not certain what rarity of transmute to suggest, but I'd like to believe this to be a tiered progression) that gives a damage bonus that counts as all elemental types.

Something along the lines of:

+ 3 damage that counts of all damage types when using a weapon.


Something that would combine items like:

Ring of the Eel
Ring of the Yeti
Ioun Stone Infernal Fire Prison
Ring of Brilliance
Any future items


It would need to exclude Eldritch at least (and potentially some other types). Probably would need to list the specific allowed types instead.

Also, it could get weird in situations where a monster is vulnerable to one type and resistant (or immune) to another type.

Maybe instead, something like "+3 damage. Spend a free action to have your melee/missile attacks deal either cold, fire, sonic, or radiant damage". Could be "until end of room" or "(1/room)" or some other duration depending on how we want to balance it.
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Transmute Ideas Please! 1 year 2 months ago #471

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Endgame wrote:

Xavon wrote:

Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.

So lets say this is implemented, and fire damage is not removed from the dungeon as a common damage type.

We end up with a binary situation where some groups breeze through the dungeon because they ignore large chunks of damage, while other groups get roasted because they aren't packing anything to reduce fire damage to 0.

Of course, the ring of fire resistance already exists to halve damage, so what do I really know?


This scenario already exists.
Dragonscale set
SRoEC
Bead of Firehold
Flameguard Greaves

Boom, -25 to fire damage.
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Transmute Ideas Please! 1 year 2 months ago #472

Harlax wrote: This scenario already exists.
Dragonscale set
SRoEC
Bead of Firehold
Flameguard Greaves

Boom, -25 to fire damage.


I didn’t read the rest of that thread, but Ruby Rhombus adds another 3 to that number
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Transmute Ideas Please! 1 year 2 months ago #473

Harlax wrote:

Endgame wrote:

Xavon wrote:

Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.

So lets say this is implemented, and fire damage is not removed from the dungeon as a common damage type.

We end up with a binary situation where some groups breeze through the dungeon because they ignore large chunks of damage, while other groups get roasted because they aren't packing anything to reduce fire damage to 0.

Of course, the ring of fire resistance already exists to halve damage, so what do I really know?


This scenario already exists.
Dragonscale set
SRoEC
Bead of Firehold
Flameguard Greaves

Boom, -25 to fire damage.


Yes but it requires SRoEC of which there are few and then many slots that could be better utilized so sub-optimal build to say the least. Possible but not likely.
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Transmute Ideas Please! 1 year 2 months ago #474

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Bob Chasan wrote:

Harlax wrote:

Endgame wrote:

Xavon wrote:

Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.

So lets say this is implemented, and fire damage is not removed from the dungeon as a common damage type.

We end up with a binary situation where some groups breeze through the dungeon because they ignore large chunks of damage, while other groups get roasted because they aren't packing anything to reduce fire damage to 0.

Of course, the ring of fire resistance already exists to halve damage, so what do I really know?


This scenario already exists.
Dragonscale set
SRoEC
Bead of Firehold
Flameguard Greaves

Boom, -25 to fire damage.


Yes but it requires SRoEC of which there are few and then many slots that could be better utilized so sub-optimal build to say the least. Possible but not likely.


Rather likely, in fact. If you Coach a Team Synergy run you will see it in person.

All are part of my Sons Druid build. His +21 to heals, 87 hp and no save lower than 18 is not what I would call suboptimal by a long shot.

Sure, once we get the Transmute, the bead is replaced. Greaves? Nothing is obviously vastly superior, especially in this Infernal year.
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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Transmute Ideas Please! 1 year 2 months ago #475

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Bob Chasan wrote:

Harlax wrote:

Endgame wrote:

Xavon wrote:

Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.

So lets say this is implemented, and fire damage is not removed from the dungeon as a common damage type.

We end up with a binary situation where some groups breeze through the dungeon because they ignore large chunks of damage, while other groups get roasted because they aren't packing anything to reduce fire damage to 0.

Of course, the ring of fire resistance already exists to halve damage, so what do I really know?


This scenario already exists.
Dragonscale set
SRoEC
Bead of Firehold
Flameguard Greaves

Boom, -25 to fire damage.


Yes but it requires SRoEC of which there are few and then many slots that could be better utilized so sub-optimal build to say the least. Possible but not likely.


I think Endgame is right putting to much low cost FR on a single item would be an issue.
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Transmute Ideas Please! 1 year 2 months ago #476

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Fiddy wrote:

Aaron Jozwiak wrote: So this is my first time thinking about something like this, and please excuse me if this has already been suggested, but here goes.

We have a number of items that add bonus elemental damage depending on the type of weapon and range (2H vs 1H; Melee vs Ranged) a character uses to make an attack. For example, the Ring of the Eel dealing +3 Shock with melee weapons.

I was thinking that it would interesting to have a transmute (not certain what rarity of transmute to suggest, but I'd like to believe this to be a tiered progression) that gives a damage bonus that counts as all elemental types.

Something along the lines of:

+ 3 damage that counts of all damage types when using a weapon.


Something that would combine items like:

Ring of the Eel
Ring of the Yeti
Ioun Stone Infernal Fire Prison
Ring of Brilliance
Any future items


It would need to exclude Eldritch at least (and potentially some other types). Probably would need to list the specific allowed types instead.

Also, it could get weird in situations where a monster is vulnerable to one type and resistant (or immune) to another type.

Maybe instead, something like "+3 damage. Spend a free action to have your melee/missile attacks deal either cold, fire, sonic, or radiant damage". Could be "until end of room" or "(1/room)" or some other duration depending on how we want to balance it.


How about something like a ring of the ram that let you get bonus damage/make an attack equal to the number damage type you had. So if you had bracers of fire, ring of frost, and say a dark rift runestone you could hit for +3 damage. Maybe at the cost of your smdamage sub types.
Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”
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Transmute Ideas Please! 1 year 2 months ago #477

I like the idea of something that give bonus to how diverse your damage is. I would think it can get a little op though
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Transmute Ideas Please! 1 year 2 months ago #478

Steven wrote: I like the idea of something that give bonus to how diverse your damage is. I would think it can get a little op though


Yeah - compare with Circlet of Elemental Mastery which is limited by number of elemental spells and takes up a head slot to no other benefit.

I could see a UR: Ring of Damage Typing: All your attacks gain one of fire, cold, sonic, or shock for the rest of the room 1/room.

It could transmute to a relic that also grants +1 damage and a legendary that adds +3 and lets you switch types every round.
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 1 year 2 months ago #479

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What about:
Ring of Echoes
+2 pts of melee damage if you inflict at least two elemental damage types in melee.

Ring of Channeling
+1 pts of melee damage for each elemental damage type you inflict in melee (up to +3).
+1 pts of range damage for each elemental damage type you inflict in range (up to +3).

Ring of Doom
+1 pts of melee damage for each damage type you inflict in melee (up to +5).
+1 pts of range damage for each damage type you inflict in range (up to +5).
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Last edit: by Xavon.
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Transmute Ideas Please! 1 year 2 months ago #480

I get that rings often add melee damage, but we already have 2 legendary rings, plus an eldritch.

Maybe an Ioun stone, since we've opened that can of worms?
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