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Knights Templar NWN

A forum for the Knights Templar mod for Neverwinter Nights
 
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Warchief
werehound
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werehound




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Join date : 2008-12-24

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PostSubject: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 00:32

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Last edited by werehound on Thu Sep 24 2009, 15:56; edited 5 times in total
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Warchief

Warchief


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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 00:39

They all look good except for the gold dragon ring. What is the point in a ring that makes you vulenerable to damage and nothing else. Otherwise they all look good but may be a bit overpowered. I think this is a good idea since the red dragon ring exists why not have the types of dragon rings aswell?
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 00:48

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Warchief

Warchief


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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 00:59

They all look good but may be a bit overpowered because of the ability to be pretty much immune to any damage type except for magical, pos energy, neg energy(since when you knwo what kind of damage the monster will do you can just change rings). Still I think this is a good idea since the red dragon ring exists why not have the types of dragon rings aswell?

Edited from above since the typo was fixed for the gold dragon ring(used to be all vulnerable)
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 01:00

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Warchief

Warchief


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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 14:11

Ring switching actually doesnt take much time at all if you have them in your quick slots but still as I said before it does sound like a good idea to have at least a greater selection in immunity rings.
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tomcat

tomcat


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Join date : 2008-09-17
Location : "The Moon Base"

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Mar 02 2009, 16:01

Like warchief said switching between rings is easy and makes the prismatic rings pointless.
the gold dragon rings are probably not going to happen
because sarah said divine immunity and damage are meant for templars only.
plus the fact that if you have all of the first 100%immune rings and a gold dragon ring it would make characters overpowered
since they can easily switch between rings making them 100% immune to fire, acid, cold, sonic, electric and 50% immune to divine,
combined with an adventurers robe +6 or the rusty pl8/ring of warding/spellcaster with greater warding soaking 20-50 dmg AND all the legendary items that have pierce, slash, bludge resist would make your char way too dmg resistant.
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Zog2

Zog2


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Age : 58
Location : Vic, Oz

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Mar 03 2009, 00:29

You may have noted: one of the big changes between DX2 and KT was that KT has very very few items with damage "immunity". There are plenty of items with "resistance" and "reduction" to various damage types, but very few with "immunity".

With damage "immunity" damage is reduced by a percentage ...as you've put on these items.
And damage immunity "stacks" ...in the old DX2 it was possible to be pretty much 100% immune to almost all damage, which became a little silly ...with folk eventually trying to kill NPCs in towns and stuff, and not taking any damage when they fought back.
By wearing two of those gold rings a char would have 100% divine immunity ...probably not something that Sarah would go for!
If those "immunities" were replaced with "reductions" by some amount (30/- perhaps for the elemental types, 15/- for divine??) then I could see the items being more likely to appear.

The immunities to the non-divine damage might be OK ...but if divine "immunity" is implemented it should (imho) be kept to 10% or less ...and I would try to stop pallies from wearing them (it would simply make them even more powerful) as they already get the 20/- divine resist from a pally set

EDIT: these nice extra buffs, if added, should probably be on some of the "set upgrades" that Sarah has hinted at. That would stop pallies from getting them, and would mean they could be fine-tuned for particular classes who can wear specific sets.
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Mar 03 2009, 01:30

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werehound




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PostSubject: OTHER RINGS   <Erased> Icon_minitimeTue Mar 03 2009, 01:40

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tomcat

tomcat


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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Mar 03 2009, 03:51

I like werehounds ring ideas!

but are you aware that there already are hellball and epic warding rings?
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Mar 03 2009, 20:29

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GammaGm




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeWed Mar 04 2009, 19:24

I think that these rings have some merit. Here are my suggestions:

For the caster specific rings (Canticle et all) I think they would be improved by increasing the caster's DC as the most frequently voiced complaint about casters is that the monsters do not take enough damage on the spells cast. More spells would be nice, more powerful effects would be better.

Litany (After beating the Vile King)
Only Useable by: Sorcerer

Improved Combat Casting

Legendary Spell Penetration (Beware custom coding required): - Plus 10 to caster check to beat creature's spell resistance

60% chance of 1x
30% chance of 2x
8% chance 3x
2% chance 4x
Legendary Spell Focus/Foci (Beware custom coding required): - Plus 10 to caster DC check to beat creature's save

Bonus Spell Slot of Level: Sorcerer: Level 7
Bonus Spell Slot of Level: Sorcerer: Level 7
Bonus Spell Slot of Level: Sorcerer: Level 8
Bonus Spell Slot of Level: Sorcerer: Level 8
Bonus Spell Slot of Level: Sorcerer: Level 8
Bonus Spell Slot of Level: Sorcerer: Level 9
Bonus Spell Slot of Level: Sorcerer: Level 9
Bonus Spell Slot of Level: Sorcerer: Level 9
Bonus Spell Slot of Level: Sorcerer: Level 9

My own contribution----

Isaac's Ring of Secrets (Beware custom coding required)
The legendary sorcerer Isaac developed improvements upon the simple magic missile spell thereby enshrining himself in the minds of caster's thereafter. Like all great ideas for offense, a counter measure is quickly developed. Low grade magical protections effectively eliminate the impact of IGM. Isaac, being a clever fellow, crafted this ring in great secret prior to his demise. The even greater surprise was that this ring indirectly lead to death of the item's creator.

This ring allows the wearer to mass the magic damage of an IGM spell into one missile that is delivered in a tremendous wallop rather than spread out over 15-20-30 (whatever the number) missiles. End magic damage increased by 30%. Multiple targets still splits the damage.

Each use stuns the wearer (20% chance 1 round) and costs 1/2 of available hit points. (This keeps the caster from spamming IGM). Dispells any Bigby effect on target. (This keeps caster from Grabby Handing and IGM hapless victims).
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeThu Mar 05 2009, 01:10

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Last edited by werehound on Wed Sep 23 2009, 19:17; edited 1 time in total
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GammaGm




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeThu Mar 05 2009, 18:22

So wearing this ring would deliver a maximum of 221 magic damage to a single target. But if it were an increase of 55% it would deliver 263 magic damage.

If it were an increase of 125% that would be a max of 382 magical damage.

Perhaps a skill or stat related related multiplier might make this item more desirable.

How about 10% damage increase per point of intelligence?

38 Int = 380% = (10x17x4.80)=816 points of magical damage.

That's probably a bit much, especially for Pvp.
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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeThu Mar 05 2009, 20:29

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werehound




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Sep 21 2009, 00:27

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Sarah the DM




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Sep 22 2009, 23:42

Possibly, but my hands are full with other issues. Here's my present plan of attack:

#1 Finish reworking all monsters to remove immunities and lower ability scores to more reasonable levels.
#2 Finish reworking D14: Unholy, Dragons, Area 51, and Misty's Tower (including custom sets for those areas).
#3 Add more plot lines.

Mixed in with that is bug and exploit fixes where possible. Perhaps some of these ring ideas will make it into the new areas. It takes about a full day's worth of work to set up even a simple plot line. It takes approximately a week of work to set up a new dungeon, because I try to add more custom features, like monsters that spawn from corpses, placeables that cast effects, etc. All of this stuff has to be manually programmed.

I'm not complaining about the amount of work on my plate. I'm just being realistic about how much I can accomplish.
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