Re: Patch notes -- some of those values are being adjusted for the Druid/Shifter bonuses, so don't take those as a final verdict or something.
MrZork wrote...
I think I understand the issues here, but that would be sort of a shame for some builds, and really unfortunate for pure or near-pure druids.
How so?
Part of the problem with Dragon Shape (in addition to size issues) is that it overshadows (get it?) the other feats and renders them irrelevant. I'm buffing the bejeezus out of the other forms which means both Animal Form and Elemental Form should work very well for Druids instead of needing Dragon Shape to not completely suck while shifted.
In general power terms, the main/only reason I'm buffing animal companions is to help pure or near-pure Druids so they'll also have that.
MrZork wrote...
I don't know what all is involved, but you might consider the approach that many modules use for Dragon Knight, where the dragon model used is a smaller one, so that it doesn't get stuck as often. Presumably, the same trick would work in polymorph.2da by changing the appearance entry. Maybe that's only possible for modules with CEP or other HAK packs, though. I don't know if there is a more manageable dragon among the standard NWN resources.
I would be happy to do something like this if it is possible, but I believe it is not possible without changing the polymorph.2da. All standard dragons are the same general size as far as I know.
MrZork wrote...
This toon is also doing reciprocal shield damage when he is hit and has the option to do some casting, as needed and EW if he is leaking HP too fast. Obviously, SotH has nerfed the damage done by shields to the point of uselessness against extreme HP bosses, but the build goal was that it could be an effective option.
I think you're vastly underestimating the power of the damage shields. A level 24 wizard would reflect 14.5 average damage per hit -- if a boss is hitting you, say, four times a round (assume misses from Improved Invisibility) that's an extra 58 damage per round. Four rounds of that is basically equivalent to a maximized IGMS -- so effectively dealing an extra maximized IGMS every four rounds with a level four spell (five if extended).
MrZork wrote...
BTW, just for my edification, is your example pure fighter a max STR half-orc? Just curious, because I was having a hard time getting that 2H STR damage with a non-half-orc. Or maybe I missed a STR item in the shop...
No, I always tune around human builds.
17 base Str
10 from leveling
7 from Great Str
34 total (12 modifier)
+2 from ring/ring/gloves/belt
+4 from helm
46 total (18 modifier)
18 Str modifier with Scythe = 27 damage
6 damage from EWD
5 damage from base scythe damage
26 damage from bonus damage dice
64 damage total
MrZork wrote...
And, the bonus damage from any SotH weapon should stack with the +5 scythe's piercing-slashing damage.
Not quite -- if you use a Scythe, for example, you have...
1d12 piercing
1d12 slashing
1d12 magic
1d12 divine
The +5 enhancement damage will NOT stack with the 1d12 slashing. They're both considered the same type (Slashing) and only one actually applies.
If you use a bludgeoning weapon that has Bludgeoning/Piercing as the damage bonus types you would get extra damage -- but I believe the only weapon with that is the Morningstar. Incidentally, I am now changing it to Piercing/Slashing to keep it in line with the other weapons.
MrZork wrote...
Depending on how broad your definitions are, all bosses are subject to that categorization, except possibly casters who actually use an interesting variety of spells, which is somewhat rare, presumably due to the complexity of the needed AI scripting.
I mean that ultimately boss mechanics ultimately boil down to "react" in some form. For example, looking at Charion the Untamed you have melee swings (Reaction: eventually drink healing potion -- pretty minor in general), Flame Barrage (Reaction: spam healing potion to survive), and Cone of Fire (Reaction: move out or die).
If you make him do Fire Damage and give Fire Immunity, then you eliminate two of the reactions and all you do is sit there meleeing him and occasionally drinking the healing potion (and melee damage in general is not very high -- because I can't assume people will have tank type characters).
MrZork wrote...
However, it's going to be difficult to avoid having players engage in repetitious behavior when fighting 10,000 HP bosses, whether the boss melees or has a spell-like ability that he uses repeatedly.
Well, one, you always have repetitous behavior if you define "meleeing the boss for a round" to be a behavior. The question becomes "how much repetition is bad?" Charion, for example, operates on a cycle of Flame Barrage -> Cone of Fire -> Exhausted -> repeat cycle. If you make him killable by every character by the end of Exhausted, then high damage characters are going to kill him before you even see every mechanic. Weapon Masters/Mages/proabbly more can kill him in about two cycles and characters with lower offense but better defense will take longer.
In other words, the cost of mechanics being less deadly is having to do them more. In addition, repetition also shows you can do a mechanic consistently. Imagine if Charion did one Cone of Fire at the start of the fight and then instantly died if you succeeded in dodging it. Dodging one Cone of Fire does not demonstrate you can consistently execute the mechanic -- obviously Cone of Fire is a simple mechanic (first boss) but hopefully you get my drift.
At the same time, taking 20 minutes to kill Charion and going through 20 cycles because you have 30 AB or something is also not good -- but even a dex monk (low AB/damage) can kill him in like 6-7 minutes as I recall. And that's with the worst offense I'm expecting.