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TOPIC: April 14 Ultra Rares

April 14 Ultra Rares 2 years 6 months ago #73

  • NightGod
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  • It's only push damage...how bad could it be?!
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macxdmg wrote:

NightGod wrote:

Matthew Hayward wrote:

Jeff Martin wrote: Thanks for your feedback. I am going to keep the Necklace of the Zephyr as is -- but drop the 1/room restriction.

I get where you all are coming from with your concerns, but this Necklace (and other UR Neck items to coming in future years) is meant for a player who does not have the resources for a Relic or Legendary Neck item. I realize that the Necklace makes for a weak amount of total spell damage for a big collector, but for a person with 1-2 URs, this item will give them a good punch in offensive capabilities as well as some cool options (like attacking and then throwing Invisibility).

It is always difficult to make a mix of tokens for a wide array of players, and I appreciate your perspectives on getting that done.


Thank you for the explanation, and dropping the 1/room restriction.

That should make some utility spells

Bard: Bolster, Resistance, Song of Heroism, Song of Refuge
Cleric: Guidance
Druid: Resistance
Elf Wizard: Bull's Strength, Invisibility
Wizard: Cat's Grace

More useful.

Bard's especially will be neat to lay down Bardsong, attack with one of the items that lets them do that, and also add in a little support spells.

The only bard who would equip this necklace is one without a Necklace of the Songbird and anyone who has the money to buy a Zephyr neck would be able to buy a Songbird and another UR to go with it. I would suggest Shield of the Scholar.


I guess this bard isn’t a bard? Totalities are always wrong ;)

It's OK to be wrong, I forgive you :laugh:
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April 14 Ultra Rares 2 years 6 months ago #74

Arnold wrote: +5 on top of the original 3.


Holy cow.

SHUT UP AND TAKE MY MONEY
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April 14 Ultra Rares 2 years 6 months ago #75

James wrote: I'm sad the book went from a instant action back to a free action.


Think of the bright side: you save some money.
this is not a signature.
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April 14 Ultra Rares 2 years 6 months ago #76

There are 5 of these I would consider must have for my wizard - the beads, the ring, the noun stone, and the greaves.

The tome and the Cham would also be cool.
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April 14 Ultra Rares 2 years 6 months ago #77

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April 14 Ultra Rares 2 years 6 months ago #78

Mike Steele wrote:

bpsymington wrote:

Arnold wrote: +5 on top of the original 3.


Holy cow.

SHUT UP AND TAKE MY MONEY


Exactly. It's crazy overpowered.

For a wizard, it basically boils down to a +2 Focus ring that gets better the longer a run goes, eventually topping out at about +3 Focus if a wizard used all their Spells and got all the skill checks correct. This feels about right, neither OP or UP.

Are you saying it’s better for Druid?
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April 14 Ultra Rares 2 years 6 months ago #79

Endgame wrote:

Mike Steele wrote:

bpsymington wrote:

Arnold wrote: +5 on top of the original 3.


Holy cow.

SHUT UP AND TAKE MY MONEY


Exactly. It's crazy overpowered.

For a wizard, it basically boils down to a +2 Focus ring that gets better the longer a run goes, eventually topping out at about +3 Focus if a wizard used all their Spells and got all the skill checks correct. This feels about right, neither OP or UP.

Are you saying it’s better for Druid?


I'm saying it's far better than a +2 Ring of Focus for a Wizard. It has the potential to add far more total damage in a Dungeon.
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April 14 Ultra Rares 2 years 6 months ago #80

NightGod wrote:

macxdmg wrote:

NightGod wrote:

Matthew Hayward wrote:

Jeff Martin wrote: Thanks for your feedback. I am going to keep the Necklace of the Zephyr as is -- but drop the 1/room restriction.

I get where you all are coming from with your concerns, but this Necklace (and other UR Neck items to coming in future years) is meant for a player who does not have the resources for a Relic or Legendary Neck item. I realize that the Necklace makes for a weak amount of total spell damage for a big collector, but for a person with 1-2 URs, this item will give them a good punch in offensive capabilities as well as some cool options (like attacking and then throwing Invisibility).

It is always difficult to make a mix of tokens for a wide array of players, and I appreciate your perspectives on getting that done.


Thank you for the explanation, and dropping the 1/room restriction.

That should make some utility spells

Bard: Bolster, Resistance, Song of Heroism, Song of Refuge
Cleric: Guidance
Druid: Resistance
Elf Wizard: Bull's Strength, Invisibility
Wizard: Cat's Grace

More useful.

Bard's especially will be neat to lay down Bardsong, attack with one of the items that lets them do that, and also add in a little support spells.

The only bard who would equip this necklace is one without a Necklace of the Songbird and anyone who has the money to buy a Zephyr neck would be able to buy a Songbird and another UR to go with it. I would suggest Shield of the Scholar.


I guess this bard isn’t a bard? Totalities are always wrong ;)

It's OK to be wrong, I forgive you :laugh:

This bard with a songbird would take the zephyr also! Fools and their money, am I right? Wait, bards, bards and their money!
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060
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April 14 Ultra Rares 2 years 6 months ago #81

Mike Steele wrote: I'm saying it's far better than a +2 Ring of Focus for a Wizard. It has the potential to add far more total damage in a Dungeon.


Endgame ran the numbers on this, and that's not actually true. +2 focus does better in a short dungeon, they're about even in a medium dungeon, and the savant ring does better in a long dungeon. That's assuming that the wizard gets all but one skill check correct.
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April 14 Ultra Rares 2 years 6 months ago #82

Mike Steele wrote: ]
I'm saying it's far better than a +2 Ring of Focus for a Wizard. It has the potential to add far more total damage in a Dungeon.

Ah, then you would be mistaken and might want to review the numbers. In a short combat dungeon, +2 Focus is better. In a medium dungeon, it’s basically a draw. In a long dungeon, Savant is better.

Given this build:
tdcharactercreator.com/#/character/edit/6ea68f32-d7d1-4f0c-b31e-a7e7373cc87d

expected Damage:
Replace jealous fever with Savant;
very short dungeon: 201 damage
medium dungeon: 250 damage
very long dungeon: 322 damage

Replace jealous fervor with Havoc:
very short dungeon: 203 damage
medium dungeon: 248 damage
very long dungeon: 317 damage

Replace belt with Deadshot belt:
very short dungeon: 217 damage
Medium dungeon: 266 damage
Very Long dungeon: 335 damage

More detailed analysis here:
truedungeon.com/forum?view=topic&catid=686&id=254427&start=72#425242
Last edit: by Endgame.
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April 14 Ultra Rares 2 years 6 months ago #83

It really should be druid that gains the most as it affects all the relevant spells except 0 level ones. Since druid spellcaster is the build that concerns me, leaving druid on it seems okay. Though, the problem with druid spellcaster is more of a number of spells than how big they are in my friend's experience.
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April 14 Ultra Rares 2 years 6 months ago #84

Ian Lee wrote: It really should be druid that gains the most as it affects all the relevant spells except 0 level ones. Since druid spellcaster is the build that concerns me, leaving druid on it seems okay. Though, the problem with druid spellcaster is more of a number of spells than how big they are in my friend's experience.

I will admit, I still haven’t looked into Druid using it. It could be a problem there.
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