A few thoughts on high-level fighters..
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- Sher'Tul
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Re: A few thoughts on high-level fighters..
On this, I actually think I would like the D&D 'of fortification' route. An ego armor 'of fortification' would maybe be a variable -%crit chance on you. I would also limit this to metal armors of course, if possible.
Iron -5%
Steel -7%
Mithril -10%
Would prefixes maybe effect the percentage too? Like 'dwarven' add an additional -3% crit chance?
Iron -5%
Steel -7%
Mithril -10%
Would prefixes maybe effect the percentage too? Like 'dwarven' add an additional -3% crit chance?
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Re: A few thoughts on high-level fighters..
Considering Crit isn't just a physical thing making it metal armor only doesn't make much sense, unless we want to divide crit resistance into physical and spell crit reduction.
A few other ways to go about this.
Add a potion that gives crit resistance.
Allow saves vs. crits (maybe at half your normal save). This would especially be good for splitting crit reduction up since it'd already be done for you.
Add crit reduction to scrolls of shielding.
Add crit reduction to some existing defensive talents that could use a bit more oomph. (Heavy Armor Training, I'm looking at you!!)
Add crit reduction to an attribute that is otherwise lacking or add crit reduction to multiple attributes and split up the types (Con for physical, Magic for spell, Will for mental).
All that aside, have a lot of other people been losing fighters to massive crits? It's been a long time since I played a fighter seriously so I'm curious if this can be chalked up to bad luck or simply not being prepared enough for the fight because defense and armor should do a lot to reduce the number of times you get crit and the size of such crits.
A few other ways to go about this.
Add a potion that gives crit resistance.
Allow saves vs. crits (maybe at half your normal save). This would especially be good for splitting crit reduction up since it'd already be done for you.
Add crit reduction to scrolls of shielding.
Add crit reduction to some existing defensive talents that could use a bit more oomph. (Heavy Armor Training, I'm looking at you!!)
Add crit reduction to an attribute that is otherwise lacking or add crit reduction to multiple attributes and split up the types (Con for physical, Magic for spell, Will for mental).
All that aside, have a lot of other people been losing fighters to massive crits? It's been a long time since I played a fighter seriously so I'm curious if this can be chalked up to bad luck or simply not being prepared enough for the fight because defense and armor should do a lot to reduce the number of times you get crit and the size of such crits.
Re: A few thoughts on high-level fighters..
If we reduce crits too much, it could make rogues quite hard to play...
Re: A few thoughts on high-level fighters..
yeah speaking mostly for players IMO
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- Sher'Tul
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Re: A few thoughts on high-level fighters..
I do think splitting up crits into the three categories is a really good idea.
As to losing serious fighters, it's typically to a lucky (and massive) manathrust or flame spell doing consecutive 350+ damage. Burning on a huge flame spell is almost always death regardless of other assaults on you. Or maybe instead of reduce crit chances, reduce the damage? I actually play almost exclusively dwarf fighters, and they are by far my favorite race/class combination.
As to losing serious fighters, it's typically to a lucky (and massive) manathrust or flame spell doing consecutive 350+ damage. Burning on a huge flame spell is almost always death regardless of other assaults on you. Or maybe instead of reduce crit chances, reduce the damage? I actually play almost exclusively dwarf fighters, and they are by far my favorite race/class combination.
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Re: A few thoughts on high-level fighters..
Thing about the split crit defense is that it means mages etc. will have just as much chance of avoiding crits as anyone else, at least of a couple kinds. Shouldn't mages be way more flimsy and naturally worse at defending against attacks? (Not to say that the mage classes are totally strong enough as it is.)
I really really like putting some crit defense in heavy armor training. Types that wear heavy armor are totally the kinds of types that Should be a little tougher. Not that mages can't get that skill, but that mages have to work at it -- as they should!
I really really like putting some crit defense in heavy armor training. Types that wear heavy armor are totally the kinds of types that Should be a little tougher. Not that mages can't get that skill, but that mages have to work at it -- as they should!
Re: A few thoughts on high-level fighters..
I think I agree with gwai, I'll test out how it works on the armour talents.
Anyway I cannot do spell crit reduction simply because spell crits work on a spell while melee/ranged crits work on a target.
Since spelsl dont have a target, they cant be reduced :/ (nor augmented)
Anyway I cannot do spell crit reduction simply because spell crits work on a spell while melee/ranged crits work on a target.
Since spelsl dont have a target, they cant be reduced :/ (nor augmented)
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Re: A few thoughts on high-level fighters..
I certainly approve of the idea of making Armour Talents useful beyond 1 point to enable equipment wearing.
Re: A few thoughts on high-level fighters..
Done 
I increased the amour value somewhat and added crit reduction

I increased the amour value somewhat and added crit reduction
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: A few thoughts on high-level fighters..
I just didn't like the idea of fortification armor covering mental and spell crits. Just didn't feel right especially with the scale suggested based on metal types.
One thing though about putting it on armor training is it leaves rogues in the cold (can't stealth in heavy armor).
Maybe rogues need another talent tree based around dexterous fighting. (And I really just mean rogues, shadowblades have enough trees already
)
Blade Turning - you've learned to partially deflect some of the force of weapon attacks directed at you, increasing your defense by X and reducing the chance you'll be crit by melee attacks by X
???? - Something.....
Catlike Reflexes - Your finely honed reflexes let you perceive and dodge projectiles others wouldn't be able to avoid. Slows projectiles in your LOS by X%.
Disarm - lets you disarm
One thing though about putting it on armor training is it leaves rogues in the cold (can't stealth in heavy armor).
Maybe rogues need another talent tree based around dexterous fighting. (And I really just mean rogues, shadowblades have enough trees already

Blade Turning - you've learned to partially deflect some of the force of weapon attacks directed at you, increasing your defense by X and reducing the chance you'll be crit by melee attacks by X
???? - Something.....
Catlike Reflexes - Your finely honed reflexes let you perceive and dodge projectiles others wouldn't be able to avoid. Slows projectiles in your LOS by X%.
Disarm - lets you disarm
Re: A few thoughts on high-level fighters..
This is not against spells and spell like effects, as I sai I just can not do it :/
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
