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TOPIC: Time to start the 2021 Token dev process

Time to start the 2021 Token dev process 1 year 11 months ago #361

Wade Schwendemann wrote:

Endgame wrote:

Wade Schwendemann wrote: Anything that uses spell damage modifier for both hit and damage seems far, far too OP for me.

As it is right now, one has to choose between melee, ranged and spell (more or less)

A quick glance shows an Epic Wizard with 33 spell damage, 6 to hit and 11 melee damage, 11 to hit and 16 missle damage. This one token would provide an incredible boost.

I could see something like using 1/2 of one's modifier, although even that seems quite strong.

I like the idea of the token, just thinking it could use some balance.

Perhaps a wand as a ranged weapon that has a 1-1-2-2 damage wheel and uses spell damage modifier for damage but dex to hit like a normal ranged weapon?


As a consumable I could see it, but then we run into the problem of Medallion of Mystic mouth.

Perhaps as a single use dust?

Using the word wand is a problem isn’t it? Guess we could call it a rod, stick, or some other similar name?

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Time to start the 2021 Token dev process 1 year 11 months ago #362

If the intent is for it to be a reusable weapon, I think it will simply be too good. I realize others may disagree.

I do agree that rod.or staff would be better than wand.

Also, does it need to be one handed?
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 1 year 11 months ago #363

Wade Schwendemann wrote: If the intent is for it to be a reusable weapon, I think it will simply be too good. I realize others may disagree.

I do agree that rod.or staff would be better than wand.

Also, does it need to be one handed?

Just make it deal less damage than a str wizard using Thor’s. My guess is you can hit a higher damage on Thor’s than a wizard spell damage bonus, not counting the wheel or crit bonus.

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Time to start the 2021 Token dev process 1 year 11 months ago #364

Except a strength wizard typically has to give up spell damage for that strength. This item would have a spell Wizard give up nothing.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 1 year 11 months ago #365

Wade Schwendemann wrote: Except a strength wizard typically has to give up spell damage for that strength. This item would have a spell Wizard give up nothing.

Without trying very hard, I built a Thor’s wizard with +18 ranged hit, +30 ranged damage, and +27 spell damage. Keep the damage wheel low and its not too out of line on the new token

Note, I would suggest this as a legendary weapon.

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Last edit: by Endgame.

Time to start the 2021 Token dev process 1 year 11 months ago #366

Yeah, I think it can be balanced, it just needs to be cautiously.

What was your melee hit/damage on that build.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 1 year 11 months ago #367

Wade Schwendemann wrote: Yeah, I think it can be balanced, it just needs to be cautiously.

What was your melee hit/damage on that build.

15/19
58hp
17/21/16 saves

For reference sake, I’m going to call this token Endgame’s staff of channeling. When used as a ranged weapon, use spell damage modifier as ranged damage modifier.

I’m Pretty certain I could push the Thor’s build a little higher with some work, but the idea is that by dropping the staff damage wheel, you would not exceed an already available wizard option, but would give them something a little more in theme.

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Time to start the 2021 Token dev process 1 year 11 months ago #368

I like the idea, and making it a staff at least makes it 2 handed.

I think the idea is good, and you are closer to having it balanced.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Time to start the 2021 Token dev process 1 year 11 months ago #369

Wade Schwendemann wrote: I like the idea, and making it a staff at least makes it 2 handed.

I think the idea is good, and you are closer to having it balanced.

The original version is vastly over powered as you pointed out, but it’s not a bad idea at It’s core. I’ll admit I don’t see why it matters if it’s one or two handed though - wizards don’t have any offhand options beyond tankard of health, right?

Anyway, I’m not sure it steps down to lower rarity very well. Perhaps:

Rare:
staff of projection.
Once per room may be used as a ranged weapon. Add spell damage modifier to damage.

Ur
+2 staff of conducting
ranged and melee weapon. Replace ranged damage modifier with spell damage

Relic
+3 staff of channeling
+2 spell damage
ranged and melee weapon. Replace ranged damage modifier with spell damage

Endgame’s +5 Staff of Channeling
+3 spell damage
ranged and melee weapon. Replace ranged damage modifier with spell damage

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Last edit: by Endgame.

Time to start the 2021 Token dev process 1 year 11 months ago #370

Wade Schwendemann wrote: Anything that uses spell damage modifier for both hit and damage seems far, far too OP for me.

As it is right now, one has to choose between melee, ranged and spell (more or less)

A quick glance shows an Epic Wizard with 33 spell damage, 6 to hit and 11 melee damage, 11 to hit and 16 missle damage. This one token would provide an incredible boost.

I could see something like using 1/2 of one's modifier, although even that seems quite strong.

I like the idea of the token, just thinking it could use some balance.


Are there any monsters in the game at nightmare difficulty that can be hit by a legendary wizard at +11 to hit?

There's a reason that spell slides have a static AC target.

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Time to start the 2021 Token dev process 1 year 11 months ago #371

Arcanist Kolixela wrote:

Wade Schwendemann wrote: Anything that uses spell damage modifier for both hit and damage seems far, far too OP for me.

As it is right now, one has to choose between melee, ranged and spell (more or less)

A quick glance shows an Epic Wizard with 33 spell damage, 6 to hit and 11 melee damage, 11 to hit and 16 missle damage. This one token would provide an incredible boost.

I could see something like using 1/2 of one's modifier, although even that seems quite strong.

I like the idea of the token, just thinking it could use some balance.


Are there any monsters in the game at nightmare difficulty that can be hit by a legendary wizard at +11 to hit?

There's a reason that spell slides have a static AC target.

20 always hits. I don’t have the modules on hand, but the regenerating monster from e2 had low ac, even on nightmare.

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Time to start the 2021 Token dev process 1 year 11 months ago #372

Arcanist Kolixela wrote: I'll put in my annual suggestion for a spellcaster ranged weapon that uses spell damage modifiers for to hit and damage.


OK. In order for the token to be viable as a weapon it needs to be usable without a completely new build for the Wizard.

Spell Slides have a static AC target of 15 due to the extreme differences between Wizard attack stats and those of a standard slider, this would also need to compensate somehow.

Uncommon/Rare/UR

(Uncommon Version)
Shard of Swirling Aether (1/2/2/3 damage wheel)
Use Spell damage modifier for damage on this weapon
1 hand, ranged

(Rare Version)
Shard of Frozen Aether (1/2/3/4 damage wheel)
+1 to Spell Damage and Healing
+5 to Ranged hit
Use Spell damage modifier for damage on this weapon
1 hand, ranged


(UR Version)
Shard of Crystallized Power (2/3/4/5 damage wheel)
+2 to Spell Damage and Healing
+10 to Ranged Hit
Use Spell damage modifier for damage on this weapon
1 hand, ranged



That should keep the chances to hit in line with similar token level sliding classes without trivializing hitting with the weapon but giving enough bonus to hit that it's viable as an actual attack without complete build redesign.


Not sure 1H vs 2H matters given the Wizard has no offhand option to go with the weapon

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