| i have a gr8 idea | |
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pugz
Posts : 86 Join date : 2008-09-12 Age : 39 Location : MICHIGAN
| Subject: i have a gr8 idea Mon Aug 24 2009, 11:35 | |
| a set on par with the rusty set for us people that love dex based toons...... i even have it all worked out with what i think it should be just working on the last couple of things. ill send it to u sarah when i think i have it right. | |
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pugz
Posts : 86 Join date : 2008-09-12 Age : 39 Location : MICHIGAN
| Subject: Re: i have a gr8 idea Mon Aug 24 2009, 11:55 | |
| n e suggestions for a set name? | |
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pugz
Posts : 86 Join date : 2008-09-12 Age : 39 Location : MICHIGAN
| Subject: Re: i have a gr8 idea Mon Aug 24 2009, 12:29 | |
| so what do u think about this? it was made using the rusty set as a guide as not to make it too overpowered or to underpowered either. (if u have any suggestions for changing it feel free to post it plz. i just wanna have something better to wear then the blessed set considering 3/4 of all the toons i make are dex based
cloth armor +10 or 12 armor bonus (armor mod) imm sneak attack regin +12 acid 35/- pircing 40/- regin +10 imm implosion epic warding xs3
boots drop in d15 armor +8 vs outsiders armor+6 natural imm knowck down haste greater cats grace Xs 5 tumble +10 regin +10 sonic 40/-
cloke drop in 15 wpn pro exotic electric 45/- imp invs unlimited greater endo xs 5 spell resist 32 regin +10 listen +10
helm armor +6 deflection imm to mind effecting imm fear spot +20 bludgeoning 50/- regin +10 lore +10 greater dispell x 5 persuade 10
ammy armor 8 natural protection from alignment unlimited regin +10 immunitys death magic lvl ability drain harm desise paralisis poison slashing 50/-
bonus magical 35/- neg 20/- pos 20/- +6 to all attrubutes universal +10 regin 20 sneak attack +5d6 | |
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fossil101
Posts : 63 Join date : 2008-10-07 Age : 75 Location : MICHIGAN
| Subject: High Dex toons Mon Aug 24 2009, 14:07 | |
| Pugz i love the idea u have for a set for high dex based toons. Right now the only set we can use is the blessed set and then its not good enough for hell. It is barely good enough for d15. It is time the Dex based toons get some kind of help. I have tried for a long time to succeed with the blessed set and have not been successful. Also have tried with pieces of this and that but no luck. Sarah this would be a great addition to the server. | |
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DarkSky
Posts : 294 Join date : 2008-09-06 Location : Georgia
| Subject: Re: i have a gr8 idea Mon Aug 24 2009, 15:03 | |
| Sounds good, would be great to have a set were a dex base has a chance, I hope to make a monk soon. | |
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pugz
Posts : 86 Join date : 2008-09-12 Age : 39 Location : MICHIGAN
| Subject: Re: i have a gr8 idea Mon Aug 24 2009, 15:43 | |
| do u guys think its balanced with the rusty set? | |
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Gomez
Posts : 8 Join date : 2009-03-29 Age : 55
| Subject: re,dex set Mon Aug 24 2009, 18:49 | |
| great idea how about kilt of fighting | |
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harmjustice
Posts : 76 Join date : 2009-04-18 Location : Earth
| Subject: Re: i have a gr8 idea Fri Aug 28 2009, 18:46 | |
| Good idea I would like to see many more new set's, I would welcome new items and while your looking at this, will you make all set avalibly at higher lvl dungeon so a lvl 60 can complet a set like you have some items dropping in lower dungeons but not in the higher lvl dungeons... whats to say some adventurer with those set didn't venture to far and die... Please consider making all you sets avalible from unholy up... Thanx God bless T[center] | |
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Sarah the DM
Posts : 695 Join date : 2008-09-04
| Subject: Re: i have a gr8 idea Sun Sep 06 2009, 05:39 | |
| Dexterity-based characters shouldn't need high AC bonuses from items, or at least higher ones than the ones on existing sets. For example, +6 is the server maximum for natural (amulet-based) armor bonuses. The best armor is +15. 15 + 8 = 23. The best cloth armor (no dodge bonus restriction) is +6. 34 dexterity plus 12 from potions/items would give a modified dexterity of 46. That's a +18 ability modifier. 18 + 6 = 24. I could be wrong, but I believe dexterity-based players have comparable AC to non-dexterity based characters.
Of course, the argument could be made that dexterity-based characters should have much better AC than guys walking around in metal plates. The monsters were designed with AB necessary to hit an AC of around 90, including buffs. Letting players get substantially more than this would make invulnerable players. Also, anything greater than about 80 makes the player invulnerable to the best other players can do (hence spells/items to strip magical protections from other players).
I still see a lot of players running around with really high AC. That bothers me, because I really want to make the monsters less powerful so that people who don't know how to pump up their AC don't have a big disadvantage. I'm certain spells are still stacking effects. If you cast a strength-based booster, that shouldn't add to any other strength-enhancing spell. Same thing for AC bonuses of the same type.
I'm going to have to go through all the spells myself to find out how people are getting such high AC bonuses from spells and spell effects. Once I have that nailed down, I can start dropping the higher-level monsters to something more reasonable. High monster AB throws off more than just hitting players, btw. For example, a knockdown compares the attack roll versus the player's discipline. With monster attack rolls approaching 100, you won't have a chance against knockdown! | |
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Sarah the DM
Posts : 695 Join date : 2008-09-04
| Subject: Re: i have a gr8 idea Sun Sep 06 2009, 05:45 | |
| BTW, I'm open to the idea of a legendary set for dex-based characters, but it takes a lot of time to think up and implement this stuff. For future item requests, please provide names and descriptions for the various items. You can leave the item properties to me or submit them yourselves, but I'll alter as I see fit. Might be better to provide generic recommendations in that regard than specific property bonuses. In other words, DR versus negative energy as opposed to DR 45 versus negative energy.
I know I probably sound fussy, but items (especially sets) are the most difficult thing to set up in the module. As you know, I like names and descriptions based on popular culture. Sometimes I search the net for some time for ideas just for that. Then I have to make sure the properties don't conflict with other items or create something that can be mixed with other items to make an invulnerable combination. | |
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