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TOPIC: Last Second Changes Made - Sorry! FINAL Contact Sheets

Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #49

The only reason we boost our hp so high is we have no other tokens to boost our damage in those slots.
Fall down......Go boom!

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #50

Endgame wrote:

Picc wrote: I just realized channel+fireball is now a thing. Anyone who played MTG back in the day should appreciate that.

Just need time walk

You mean Lesser Maze? :)

Still not happy with the cleric relic, but at least it didn’t get worse. If I make one it’ll mean Prayer for two combats. That’s two more than I used to cast sans surprise rounds.
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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #51

Brad Mortensen wrote:

Endgame wrote:

Picc wrote: I just realized channel+fireball is now a thing. Anyone who played MTG back in the day should appreciate that.

Just need time walk

You mean Lesser Maze? :)

Still not happy with the cleric relic, but at least it didn’t get worse. If I make one it’ll mean Prayer for two combats. That’s two more than I used to cast sans surprise rounds.

Don't know your build, but arcane set, crown of expertise, or Ring of Spell storing can give a 3rd. Of course, if your party is all running +22 melee hit or more, its probably not necessary.

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #52

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


110... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release

note that we're down to 29 spell damage base. + up to an additional 2 from cabol if the party is equipping them (they are not, trust me on this one.) + up to 4 from bardsong.

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Last edit: by Cassie. Reason: updated

Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #53

Cassie wrote: No point in cabal set if you are using spell storing


Cabal set is 1/room. RoSS is 1/game.

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #54

Fiddy wrote:

Cassie wrote: No point in cabal set if you are using spell storing


Cabal set is 1/room. RoSS is 1/game.


oops. mis-read that. thx. updated

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #55

Cassie wrote:

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


103... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. No point in cabal set if you are using spell storing, and you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release


That would add another 100 MEC damage in round one, another 50 MEC damage from the Wizard after the full heal, and whatever excess healing the Cleric had from the other heal (maybe conservatively another 10 points). That would be another 160 damage over the two turns, or 1090 total damage by the two Wizards over two rounds.

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Last edit: by Mike Steele.

Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #56

Mike Steele wrote:

Cassie wrote:

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


103... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. No point in cabal set if you are using spell storing, and you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release


That would add another 100 MEC damage in round one, another 50 MEC damage from the Wizard after the full heal, and whatever excess healing the Cleric had from the other heal (maybe conservatively another 10 points). That would be another 160 damage over the two turns, or 1090 total damage by the two Wizards over two rounds.

Guess wizards got their wish - not only did they jump ahead of monk, but they pretty much can account for more damage than the rest of the single puck sliders combined, right?

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #57

Endgame wrote:

Mike Steele wrote:

Cassie wrote:

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


103... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. No point in cabal set if you are using spell storing, and you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release


That would add another 100 MEC damage in round one, another 50 MEC damage from the Wizard after the full heal, and whatever excess healing the Cleric had from the other heal (maybe conservatively another 10 points). That would be another 160 damage over the two turns, or 1090 total damage by the two Wizards over two rounds.

Guess wizards got their wish - not only did they jump ahead of monk, but they pretty much can account for more damage than the rest of the single puck sliders combined, right?


What does the max become if MEC is limited to their spell bonus? Is it more in line?

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #58

Endgame wrote:

Mike Steele wrote:

Cassie wrote:

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


103... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. No point in cabal set if you are using spell storing, and you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release


That would add another 100 MEC damage in round one, another 50 MEC damage from the Wizard after the full heal, and whatever excess healing the Cleric had from the other heal (maybe conservatively another 10 points). That would be another 160 damage over the two turns, or 1090 total damage by the two Wizards over two rounds.

Guess wizards got their wish - not only did they jump ahead of monk, but they pretty much can account for more damage than the rest of the single puck sliders combined, right?


Let's wait for the write-up and the new character card. Slow our collective roll.
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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #59

Iross wrote: Firstly, thank you Jeff for all your hard work.

I see that the Amulet of Flawsight has been downpowered again since the last version. I really do think it needs to be improved, I'm honestly not sure that Rogue builds would want to equip it when there are existing R necklaces which increase STR or damage.

At the moment, the Amulet offers, once per game, a possibility of adding the usual 15 Sneak Attack damage to an attack that you would normally be able to add anyway. That's only if you use the ability before seeing if the attack hits, and only if a monster is encountered which is immune to Sneak Attack. It does also affect Critical Hits, but given that you have to use the Amulet before sliding, and then slide a natural 20 on that exact turn, it's so unlikely that it's not really a factor in assessing the Amulet's usefulness (other posts have estimated that in general maybe 5% of attacks are a natural 20, but that's without having to do it on the same turn you use a 1/game ability).

So a conditional once per game 15 damage, which still uses up your class ability to activate. Compare that to Amulet of Vigor, granting a permanent +1 to hit and +1 to damage on all attacks, along with +3HP. If an adventure involves 12-15 rounds of combat, the Amulet seems far more useful and is a generic item equippable by all classes.

Consider also Amulet of Shock. A static +2 damage on all attacks, again equippable by all classes. So +24-30 damage during an adventure.

And then consider the other class-specific R necklaces in this set, which have abilities including a static +4 damage on all (2h) attacks, expanded crit range, a static +2/+3 damage on all attacks, and non damage-based class abilities.

It seems to me that the Rogue necklace is weaker than both the generic necklaces equippable by all classes and the other class-specific necklaces in this set. Thematically it meets the aim of having class-defining necklaces, but it just doesn't seem useful enough for a Rogue to want to use it.


+1, Rogues need love too.
Please check out my trade post located here!

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Last Second Changes Made - Sorry! FINAL Contact Sheets 1 year 8 months ago #60

Arnold wrote:

Endgame wrote:

Mike Steele wrote:

Cassie wrote:

Fiddy wrote:

Mike Steele wrote: and I'm sure the Wizard can go a lot higher than 51 HP


It'd be useful to figure out what the Wizard max HP actually is within this context. I know it has been possible in the past to get them to just a tad over 100HP, but there were tradeoffs to get there. Several of those tradeoffs meant giving up spell damage bonuses.


103... I think... not 100% sure if I have everything. had to do manual math on the +3 con from bead, and +10 hp ioun stone while otherwise maximizing spell damage and hp. No point in cabal set if you are using spell storing, and you rarely (never) get to +3 damage on the bracers but otherwise I think this is accurate.

tdcharactercreator.com/#/character/edit/21e5f7b0-30d0-4e46-bd15-aa1dcb120b32

edit: 92. - forgot synergy.
edit: 97 - Garnet sphere rounds us up anouther +5hp
edit: 103 - Charming Cahochon
edit: 110 - semi lich skull can potentially get you anouther 6+1 at the time 2021 tokens release


That would add another 100 MEC damage in round one, another 50 MEC damage from the Wizard after the full heal, and whatever excess healing the Cleric had from the other heal (maybe conservatively another 10 points). That would be another 160 damage over the two turns, or 1090 total damage by the two Wizards over two rounds.

Guess wizards got their wish - not only did they jump ahead of monk, but they pretty much can account for more damage than the rest of the single puck sliders combined, right?


Let's wait for the write-up and the new character card. Slow our collective roll.


True, but keep in mind this analysis didn't use any of the Mage Powers from the Relic or Legendary, only the announced MEC powers and Jeff's statement that the spell damage on the character cards would be doubled. It's true that if the spell damage on the character cards isn't doubled, that would reduce this amount.

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