yea, but if you are shield lore + enlarged, you are a size category lrger than any giant can be with MUCH better ac arent you?
Resist items
3 hours ago, 'tarako said:
yea, but if you are shield lore + enlarged, you are a size category lrger than any giant can be with MUCH better ac arent you?
No.
You're treated as 2 sizes larger when calculating your lag length. You are not actually 2 sizes larger.
Edit: To clarify, this is incoming lag (and only lag) onto the shield lore character and does not factor into outgoing lag.
Edit 2: switched from mastery to lore in conversation. Number corrected accordingly.
well yea but for the purpose of covering a weakness to bash, that is what matters
It's not a weakness to bash, nor is it a vuln. It's a longer duration (up to 4 rounds) for a larger creature to bash a smaller one. If you want to see it as a weakness, that's fine. Mechanically it's not.
But it IS a balancing factor for things like high dex, autosneak etc. Im just calling weaknesses vulns, which is probably bad for the purpose of this discussion. I am not suggesting nerf items, but I am saying that these factors exist to prevent a char from being too good at too many things. By allowing items that cover these balancing factors, I feel it creates imbalances. That's all I am trying to say.
21 minutes ago, Kassieti said:
It's not a weakness to bash, nor is it a vuln. It's a longer duration (up to 4 rounds) for a larger creature to bash a smaller one. If you want to see it as a weakness, that's fine. Mechanically it's not.
not to be mean, but I think getting lagged for 4 rounds-- is a weakness.
11 minutes ago, Atticus said:
not to be mean, but I think getting lagged for 4 rounds-- is a weakness.
Good thing it's not a guaranteed 4 rounds, then. It could just as easily be 1, even if you were an enlarged giant bashing a faerie.
20 minutes ago, Kassieti said:
Good thing it's not a guaranteed 4 rounds, then. It could just as easily be 1, even if you were an enlarged giant bashing a faerie.
Correct though I do want to point out the logic in this ---> ( which I assume is the accepted mechanic), "possibly getting bashed for a max of 4 rounds, which if the first one hits can be followed by a max of 3 more bashes before the % chance falls off maxing out to 16 rounds of no input to HOPEFULLY 4 at minmum."
I'm teasing, but I think its a point we gotta make for the underdog races-- Again I think high dex races should be able to get finesse (weapon finesse) basing the calcs not off STR/SIZE where Giants reign supreme, but dex based where we can have slick mercs ect..
** not meaning to derail, mb **
I am just of the opinion that items that let a race "break the mold" for how it is designed to work aren't good for game state, I am sure people who routinely have 600 ac and back brace will adamantly disagree, but im more about bringing the game to a place where everyone has equal footing, and there is not a huge disparity between unkillable monster and competitive. You have a great many scenarios where things like back brace give too much of a bonus for absolutely 0 drawback. I think things like the Black Heart are very well balanced. You get a powerful effect but it has a heavy cost in hit dam reduction. When you start giving big bonuses without any drawbacks things start spiraling out of control.
I tend to agree with items having different properties that offer different playing style. However, the limited number of items does not negate the problems for me. The reason is what generally happens. One person gets an item and then forever binds it to themselves. That person will continually have that benefit regardless of death or any number of things occuring. On Iheraeh, I had the orb of betrayal bound to the powerfists. Nothing anyone could do could take it from me and gave me certain advantages.
Some items are more problems than others. For instance, the ring of abyss affects every mage and cleric because all of them have dispel magic. The ash cloak affects certain classes penalties (druid, specific clerics and invokers) for using their offense. But, if we are going to get rid of these items, we might also want to think about weapons and armor that give affects a class normally doesn't have. Meteorite and poison gauntlets come to mind. Shroud of undeath. These items add to offense. If we are going to look at resistances, then we should also look at what items give benefits to what classes. Are warrior meant to be able to poison and paralyze? Should paladins be able to as well?
It's not a weakness, it's a bonus giants get.
Lol, mya a bonus for a giant IS a weakness for a non giant
I don't think any one should be able to get abilities not within their class, thats not a Potion/scroll/wand/stave. Mages make these cool things and only certain classes can use them. You've got things these days that are casting deteriorate on people and all they have to do is wield a weapon. You've got weapons that are paralyzing people, sockets fire blinding. I just don't get it. It takes the fun out of the classes that are given these abilities. You want to paralyze play the classes that can. You want to deteriorate, be a shaman. Now everyone and there sister can just get spell forged items and we've got warrior mages. Spell forge is terrible. Ash cloak should be No/Druid No/Inovoker discord cleric. I know for a fact I would grab that Ash cloak with my Invokers rock a fire shield and go to town. Then the back brace. Dude is decked as fuck and My call lightning is doing shit all. Problem is these Items get binded and horded. Don't get me started on ALTs. I'd play 10 hours a day, and watch someone log on once a week for an hour and horde stuff I wanted. Rare purge should need a proper amount of hours. If you're playing 10 hours a month how are you contributing from the game? You're just hording stuff for the sake of having it. Also Make it so everyone can wear everything, just make rare DROPS harder to get so maybe you have to try to kill the mob a few times before you get the piece you want. Who cares if everyone wears the same suit? Take EQ out of the equation, then the game becomes about skill and time invested. Peter plays 10 hours and hides with his stuff while paul plays 30 and looks for it, but can never find it because peter and paul never meet to PK due to time zones.
You can still loot Peters shit and sac it even though you have it forcing him to have to kill that mob repeatedly to get it back. Peter needs to actually play to get his shit back while or kill paul and steal it back.
I dont think the answer is give everyone super rares, that just makes some classes less playable all around. Everyone having instant access to all the saves they want weakens mages, and empowers melees noticably. I think the answer is dont make items that cover balancing factors, and dont give classes access to powerful skills they cannot normall gain. I fought a temporum lich not too long ago, with the obsidian plummet, he was able to reduce my saves by -37 in 3 rounds. Granted you wont always get that deteriorate to proc, but across a few skirmishes it is going to hit, and when it does it is kinda like monk stars aligning. You just have to flee if you can, and wait out everything.