Author Topic: About epic arcane casters…..  (Read 2527 times)

Legacy_Aelis Eine

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About epic arcane casters…..
« Reply #15 on: December 21, 2012, 08:15:25 am »


               

Elbahor wrote...
But I never really wanted to think about such a build because when game mechanics and what they are supposed to represent are so much at odds, it just stops being fun to me. I don't want to say that I'm an RP er or such and don't care  about my character build because it isn't the case. I like if my character is as powerful as possible and can take on any chalange. But if a mage isn't a mage anymore but a tank then it feels weird to me. Same with Dragon Age BTW. Best mage? Arcane Warrior tank.... Seems like a Bioware thing.


That's how I see it too =p Partly why I shook my head when Bioware announced they were doing a big title like SWTOR. Bioware is known for writing good stories and characters, but also known for memory leaks and poor class design, and the latter two are more important for MMOs. Unsurprisingly for its first foray into MMORPGs, TOR tanked and so did its F2P transition.

Still my builder side is a bit fascinated so I'll try to make something like that. Any advice?   Int/cha till I can cast lvl 9, then the rest to con? Take Extend spell and toughness I suppose.


That's a good start. Dwarf is a good race for the Wizard variant. It can easily start with 16 Int 18 Con. Finish at 20+ Int and 22+ Con - put the extra points into Int or Con according to personal preference. When you get 22 Con, take the 3 Epic Damage Reduction feats as something to fall back on if Warding runs out.

As for multiclasses, 10 levels of Pale Master is something to consider for the critical hit immunity, especially in a Dev Crit environment. You do lose 10 caster levels, and that's quite a lot when talking about damage shield damage.

For a Sorcerer, Human is probably the race of choice. 16 Con and 16 Cha and follow a similar progression. Sorcerers get the option of multiclassing into Paladin for saves, which helps them tank spells a lot, especially with Evasion from Monk or Rogue. Sorc 38/Paladin 1/Monk 1 one of the most survivable mage builds in the game.

Spell Penetrations, Maximize and Empower are all worth considering because of IGMS and Ice Storm. They have no save, so even with 20 Int or Cha, they will still be as strong as one cast from a mage of the same level with 38 Int or Cha.

Put skill points into Heal if the module has heal kits. They're cheaper than Heal potions or scrolls. Otherwise, Concentration and Spellcraft are pretty standard. Discipline too, if you multiclass into a class with that as a class skill and the mod has Knockdown spammers.
               
               

               


                     Modifié par Aelis Eine, 21 décembre 2012 - 08:16 .
                     
                  


            

Legacy_MagicalMaster

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About epic arcane casters…..
« Reply #16 on: December 21, 2012, 08:19:36 am »


               

Elbahor wrote...

So far Dungeon Spawner and Good vs Evil are the only modules I saw which allow epic play( idk that much about PWs) but aren't doing this. The mobs still have super health, devcrit and insane damage potential but at least I can kill things provided I'm a necromancer or prc transmuter.


Hmm.  I could show you a project I was working on for a PW a while ago that was aiming to avoid many of the problems you're talking about.

It's basically a testing ground for mechanics changes I was working on with an NPC who can (de)level you, sell you gear, and port you to different dungeons.  There's only one true level 40 solo zone (on both normal and hard mode), but there's another six dungeons with three bosses each that's meant for group content (2-3 people for two, 4ish people for two, and 6ish people for two).

There's no persistency (it's not an actual PW) and no in-depth story or something, but if you're interested in being able to play an evoker effectively you might like it.  Let me know if you'd like to see it, I'd be happy to play through parts of it with you and I might be able to grab a friend as well.  Also can hire NPC henchmen.
               
               

               
            

Legacy_Elbahor

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« Reply #17 on: December 23, 2012, 03:18:30 am »


               

That's how I see it too =p Partly why I shook my head when Bioware announced they were doing a big title like SWTOR. Bioware is known for writing good stories and characters, but also known for memory leaks and poor class design, and the latter two are more important for MMOs. Unsurprisingly for its first foray into MMORPGs, TOR tanked and so did its F2P transition.


Frankly I've never understood why anybody ever thought that Tor is a good idea. And yes, that was my opinion far before Tor even launched. Firstly BW is just isn't the company who should make an MMO for reasons you already mentioned( and probably anybody knows this who ever touched at least one of their products). Secondly nobody was asking for a KOTOR MMO, everybody wanted  KOTOR 3, a story heavy sp game building on the first two excellent installments. So why gambling and putting so much money into it when they could've made a game with a huge guaranteed customer base?

But then if at least they made a decent game and surprised us, but no.

They kinda deserved this flop IMO for acting without thinking things through.  

That's a good start. Dwarf is a good race for the Wizard variant. It can
easily start with 16 Int 18 Con. Finish at 20+ Int and 22+ Con - put
the extra points into Int or Con according to personal preference. When
you get 22 Con, take the 3 Epic Damage Reduction feats as something to
fall back on if Warding runs out.

As for multiclasses, 10 levels
of Pale Master is something to consider for the critical hit immunity,
especially in a Dev Crit environment. You do lose 10 caster levels, and
that's quite a lot when talking about damage shield damage.

For a
Sorcerer, Human is probably the race of choice. 16 Con and 16 Cha and
follow a similar progression. Sorcerers get the option of multiclassing
into Paladin for saves, which helps them tank spells a lot, especially
with Evasion from Monk or Rogue. Sorc 38/Paladin 1/Monk 1 one of the
most survivable mage builds in the game.

Spell Penetrations,
Maximize and Empower are all worth considering because of IGMS and Ice
Storm. They have no save, so even with 20 Int or Cha, they will still be
as strong as one cast from a mage of the same level with 38 Int or Cha.

Put
skill points into Heal if the module has heal kits. They're cheaper
than Heal potions or scrolls. Otherwise, Concentration and Spellcraft
are pretty standard. Discipline too, if you multiclass into a class with
that as a class skill and the mod has Knockdown spammers.


Thanks! It'll make for a great build experiment '<img'>

I think I'll need PM  because as I said the modules I'm playing all have insane devcritters. Of course this is against my hatred for the PM for its "-10 CL feature" which I find ridiciolusly harsh for a "caster PRC". Can you take PM with the sorc too or the pal+monk are better choices then even in a devcrit heavy environment for some reason?

Hmm.  I could show you a project I was working on for a PW a while ago
that was aiming to avoid many of the problems you're talking about.

It's
basically a testing ground for mechanics changes I was working on with
an NPC who can (de)level you, sell you gear, and port you to different
dungeons.  There's only one true level 40 solo zone (on both normal and
hard mode), but there's another six dungeons with three bosses each
that's meant for group content (2-3 people for two, 4ish people for two,
and 6ish people for two).

There's no persistency (it's not an
actual PW) and no in-depth story or something, but if you're interested
in being able to play an evoker effectively you might like it.  Let me
know if you'd like to see it, I'd be happy to play through parts of it
with you and I might be able to grab a friend as well.  Also can hire
NPC henchmen.


Problem is that I don't know when I'll have time to even play in the following weeks(probably not much times). Of course it'd be very interesting to see how you tried to change things to make the evoker viable. Damn Holidays '<img'>

Also pity that you never got to implement it into a PW. Maybe it would've set a new trend of changing mechanics instead of just mindlessly nerfing/buffing up things. 

oh sorry I gave you bad link the feat name on that page is actually
"Improved Spell Capacity", the Epic Spellcasting feat is a required feat
to be able to learn epic spells at all.


Thanks, I've found it! And a lot of other things which make me envious : )

BTW is it true that in DnD you can apply more than one metamagic to a spell( I guess using the above feat to get slots)? Putting a few of the more powerful pnp only metamagics on a spell would help it doing more damage too.( maximized+ twinned etc)
               
               

               
            

Legacy_MagicalMaster

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« Reply #18 on: December 23, 2012, 03:55:39 am »


               

Elbahor wrote...

Problem is that I don't know when I'll have time to even play in the following weeks(probably not much times). Of course it'd be very interesting to see how you tried to change things to make the evoker viable. Damn Holidays '<img'>

Also pity that you never got to implement it into a PW. Maybe it would've set a new trend of changing mechanics instead of just mindlessly nerfing/buffing up things.


Well, the PW I was working on it for kind of stalled, the person who had access to the host machine and the module itself vanished for months (was sort of a revival for a world), so I put it on hold.

But ultimately I wasn't entirely happy with the system I made because it was a band-aid fix to a larger problem (a fairly good band-aid in my opinion, but still a band-aid).

So now I'm working on some ideas I'd make into a brand new PW that revamps the combat system (gives physical attackers things to do, casters do something beyond just spam their strongest spell).  That's a long way away from being finished or even properly started, though, since I'm also busy with other things.

If you'd like, I can host the module on my computer and leave the connection info here over the holidays at least.  Should be up most of the time.  You'd also have to download the hak for it (small hak, but necessary for some changes), but I can upload the most recent version of that on NWVault along with the documentation.   Let me know if you'd be interested in that.
               
               

               
            

Legacy_Elbahor

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« Reply #19 on: December 23, 2012, 04:25:16 am »


               
Quote
MagicalMaster wrote...

Quote


Well, the PW I was working on it for kind of stalled, the person who had
access to the host machine and the module itself vanished for months
(was sort of a revival for a world), so I put it on hold.

But
ultimately I wasn't entirely happy with the system I made because it was
a band-aid fix to a larger problem (a fairly good band-aid in my
opinion, but still a band-aid).

So now I'm working on some ideas
I'd make into a brand new PW that revamps the combat system (gives
physical attackers things to do, casters do something beyond just spam
their strongest spell).  That's a long way away from being finished or
even properly started, though, since I'm also busy with other things.



Yeah, I bet its not easy especially with the ever present hard coded limitations. Though I'm a bit surprised that among so many mods I've never found something similar. You'd think that people would be more interested in fixing possibly the most annoying aspects of the game.


Quote

If you'd like, I can host the module on my computer and leave the connection info here over the holidays at least.  Should be up most of the time.  You'd also have to download the hak for it (small hak, but necessary for some changes), but I can upload the most recent version of that on NWVault along with the documentation.   Let me know if you'd be interested in that.


Sounds great!  I'd be interested of course : ) Thanks
               
               

               
            

Legacy_MagicalMaster

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« Reply #20 on: December 23, 2012, 05:26:01 am »


               It's up.  Hak and documentation are here: http://nwvault.ign.c....Detail&id=7871

Note that the basic level 40 store is roughly what you'd have been meant to have at 40 and the content is tuned around that.  The "super tier 2 store" is more along the lines of what actually drops in the 5+ person content.  You can use it to get a boost and help you beat the bosses, but you're supposed to be getting equipment of that power FROM the bosses.

Also, no enemies are immune to sneak attacks, critical hits, or any specific damage type.

Should be able to log in with

24.107.141.112:5121
testing

Local vault is enabled, but it's intended for you to make a new character (not doing so will result in you missing some things) for the module (but then you can use a locally saved character you made using the module).

Edit: Player tool 4 (Weapon Finesse/Sword icon) directs any NPCs you control to attack what you click on.  Forgot to include that feature in documentation, will update PDF.  Also unlimited ammunition for ranged weapons.
               
               

               


                     Modifié par MagicalMaster, 23 décembre 2012 - 09:09 .
                     
                  


            

Legacy_Aelis Eine

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« Reply #21 on: December 23, 2012, 05:49:25 am »


               

Thanks! It'll make for a great build experiment '<img'>

I think I'll need PM  because as I said the modules I'm playing all have insane devcritters. Of course this is against my hatred for the PM for its "-10 CL feature" which I find ridiciolusly harsh for a "caster PRC". Can you take PM with the sorc too or the pal+monk are better choices then even in a devcrit heavy environment for some reason?


No reason Sorc/PM wouldn't work, but you won't be able to learn new spells or change spells on PM levels.

The -10 CL is actually pretty equitable if you think about it in terms of damage lost vs damage reduction gained. Your shield damage gets reduced from 135.5 to 99.5, or 73.4% of the original number, but your damage taken decreases to 68.9% vs. non-WM Scimitar users and 47.6% vs. WM Scimitar users, just from them not being able to crit you.
               
               

               
            

Legacy_FunkySwerve

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About epic arcane casters…..
« Reply #22 on: December 23, 2012, 07:23:22 am »


               If you want to see a fully balanced caster, you need to supply them with meaningful choices, which means making enough spells useful in your pw/mod, as well as bringing all spells into a rough power alignment by level.

At the same time, it also means ensuring that any one tactic, be it damage spam, death spam, summon spam, etc, is never consistently rewarded. This means creating a variety of critters with things like spell resistance, specific immunities (death, mind, implosion, confusion, fear, etc), varied racial types (for narrower slaying spells like Defoliate, by way of example), damage feedback/healing, varied damage resistances/immunities, and more. This requires intelligent, targeted spellcasting, even when you give players access to powerful spells.

The reason you don't see this much is that it requires a crapton of work and extensive playtest - only really feasible for experienced modders on large pws.

Here are our spell edit descriptions (including many new spells):
Click Me

And here is a spreadsheet for one of our area sets, showing some of the planning that goes into monster statting:
Click Me

To summarize, getting casters right takes an everything-but-the-kitchen-sink approach. '<img'> Of course, you can half-ass it, which is how we started out, with kludges like standard 5/- magic resist on most things to stop IGMS, making most stuff death immune, etc etc, but this approach tends to leave most spells either uber or useless, with little middle ground. Properly set saves and SR go a long way towards balance, with immunities used more sparingly (being less granular).

Funky
               
               

               
            

Legacy_WebShaman

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« Reply #23 on: December 23, 2012, 03:17:23 pm »


               ^ Right on, FS!!
               
               

               
            

Legacy_Shadooow

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« Reply #24 on: December 23, 2012, 03:44:16 pm »


               

Elbahor wrote...

I think I'll need PM  because as I said the modules I'm playing all have insane devcritters. Of course this is against my hatred for the PM for its "-10 CL feature" which I find ridiciolusly harsh for a "caster PRC". Can you take PM with the sorc too or the pal+monk are better choices then even in a devcrit heavy environment for some reason?

second choice is wearing heavy armor and tower shield and using divine shield ability from paladin/blackguard levels combined with monk/rogue for tumble.

Or you can install my community patch (1.71 beta 8), spawn PC widget tool and enable ading PM into CL. You get only 5CL from 10PM as PM adds spells only at each odd level, but still something.

BTW is it true that in DnD you can apply more than one metamagic to a spell( I guess using the above feat to get slots)? Putting a few of the more powerful pnp only metamagics on a spell would help it doing more damage too.( maximized+ twinned etc)

Somehow it is definitely possible as I found a mention in manual that maximized+empowered spell deals maximized result + one half normally rolled result. But not sure how would you got into this. I dont think you can combine it normally, this is probably some special case when spell is treated as maximized/empowered automatically from some reason.

However I read up a manual and there are more interesting feats:

Intensify spell - epic metamagic - 7level slots higher than usual - spell is maximized, then doubled.
Improved metamagic - spell slot modifier of all metamagic you know is reduced by -1spell level - can be taken multiple times to minimum of 1
Enhance spell - increases spell caps by 10CL - can be taken multiple times (this feat would be easy to implement in NWN btw)
Intensify Spell epic
               
               

               


                     Modifié par ShaDoOoW, 23 décembre 2012 - 03:46 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #25 on: December 23, 2012, 07:08:27 pm »


               

FunkySwerve wrote...

If you want to see a fully balanced caster, you need to supply them with meaningful choices, which means making enough spells useful in your pw/mod, as well as bringing all spells into a rough power alignment by level.

How are you differentiating "fully balanced" as opposed to "balanced?"

You could make a mod where every mob was immune to every wizard/sorcerer spell except Ice Storm and IGMS  after level 20 or something (Ice Storm for AoE and IGMS for single target).  That's a whopping two spells available but it still offers more of a meaningful choice than many places and could be balanced.  You might argue that it would be rather boring to have one AoE button and one single target button, but that is not directly related to power balance.

FunkySwerve wrote...

At the same time, it also means ensuring that any one tactic, be it damage spam, death spam, summon spam, etc, is never consistently rewarded.

Define "rewarded."  To me, the idea of being able to use damage spells, death magic spells, and summons equally effectively everywhere (or as close to it as possible) sounds like the definition of balance (if it's achievable).  That regardless of which route you go and what style of spellcasting you prefer, you're not at a disadvantage OR advantage.  An evoker is roughly equivalent to a necromancer is roughly equivalent to a conjurer is roughly equivalent to a person using the full spectrum of spells.

Maybe I'm reading you wrong, but it seems to me like you seem to be saying a person who likes using Evocation spells should be rendered nigh worthless in some areas and incredibly powerful in others.

Or are you saying that if you have a baseline of 100% effectiveness, that in some areas some spells should make you 150% effective as a bonus but everything else is still 100% effective?  Even if this is the case - why?  That seems to be an argument for flavor which is coming at the expense of balance, not helping it.

Consider WoW, for a moment, where the focus of a mage is "damage spam" as you called it.  Are you suggesting that you think casters in WoW cannot be balanced because "damage spam" is consistently rewarded?

FunkySwerve wrote...

This means creating a variety of critters with things like...varied damage resistances/immunities...This requires intelligent, targeted spellcasting, even when you give players access to powerful spells.

Again...why?  Where's this "intelligent, targeted spellcasting" when you say "Okay, instead of spamming Firebrand 15 times I'm going to spam Cone of Cold 15 times?"  How does that improve *balance?*  Are you saying that every monster having identical resistances/immunities would inherently *unbalanced?*  That would seem to be an interesting arguement to make.
               
               

               


                     Modifié par MagicalMaster, 23 décembre 2012 - 07:08 .
                     
                  


            

Legacy_FunkySwerve

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« Reply #26 on: December 24, 2012, 07:49:23 am »


               
Quote
MagicalMaster wrote...

Quote
FunkySwerve wrote...

If you want to see a fully balanced caster, you need to supply them with meaningful choices, which means making enough spells useful in your pw/mod, as well as bringing all spells into a rough power alignment by level.

How are you differentiating "fully balanced" as opposed to "balanced?"

Think plain english meaning, both here and below, in the context of the post. As in, balanced in multiple dimensions - as it relates to all the various monster attributes I mention, and all the spells - balanced against the opposition, and the other spell alternatives competing for the slot. You could also speak in terms of balanced for PvP purposes, but that piles on even more difficulty (and is where, frankly, HG is the weakest - we have a widget that applies some pretty severe penalties to ac, and more moderate ones to saves, for PvP purposes, but then, we were never aimed at being a PvP server). My comment stressing 'fully' balanced casters aimed to contrast previous remarks in the thread, which were extremely one-dimensional in outlook. To rephrase, I was pointing out that the problem of caster balance is much more complex than it might appear at first blush.

Quote

You could make a mod where every mob was immune to every wizard/sorcerer spell except Ice Storm and IGMS  after level 20 or something (Ice Storm for AoE and IGMS for single target).  That's a whopping two spells available but it still offers more of a meaningful choice than many places and could be balanced.  You might argue that it would be rather boring to have one AoE button and one single target button, but that is not directly related to power balance.

Actually, it IS directly related to balance, and this bears on a remark you make below, so I'll elaborate. One- (or two-) trick-ponies are inherent balance problems, preceisely because they are either overpowered or useless, depending on the area - even a very focused class, like our Bloodfire Mage. Neither is particularly fun for players as a group, because players of underpowered characters don't feel like they're contributing, and players of partymemebers in a party with an overpowered character feel like they're just along for the ride. Rephrased, some breadth of ability is critical to overall balance of a class setup.

This is a problem we've had to deal with extensively when setting up our quasiclasses, like the aforementioned Bloodfire Mage. Previous incarnations of the BFM quasi were extremely powerful in some areas, and useless in others - creating a severe balance issue. We fixed this by toning down the overpowered abilities and adding in some additional ones. The quasi is currently quite unpopular as a result, as many of the people who enjoyed playing it have a hard time adjusting to the new power level, despite the additions. This is also a pretty common phenomenon with nerfs - we've had players leave over similar nerfs, even ones which were plain-on-their-face-necessary, like a nerf to our Turner subclass (think redone turning mechanics). This is yet another of the aforementioned dimensions of balance - player psychology (and probably the biggest pain in the rear). Put a speed cap on your porsche and it's suddenly not so fun, even if it can still drive the same speed as the other cars in the race.

Quote

Quote
FunkySwerve wrote...

At the same time, it also means ensuring that any one tactic, be it damage spam, death spam, summon spam, etc, is never consistently rewarded.

Define "rewarded." 

To elaborate, a player should not be able to rinse, wash, repeat the same tactic everywhere with a high degree of success. Such play is boring in the extreme, removing all semblance of tactical play, and requires little to no skill. Games should have some learning curve if you want to engage players for more than a short time - but that's diverting from balance to broader game design theory. I'm just trying to point out some of the reasons WHY balance is important.

Quote

To me, the idea of being able to use damage spells, death magic spells, and summons equally effectively everywhere (or as close to it as possible) sounds like the definition of balance (if it's achievable).
. This is the one-dimensional approach to balance I was taking issue with. Making all classes viable and/or balanced is not the same as making them all equally successful in every area. Balanced does not imply nor require homogeneity. In fact, you can't do much in terms of class diversity with this approach, because classes of a more limited scope MUST be better at some things only some of the time. That's a bit nebulous-sounding, so let me offer a more concrete example.

If we were, per your notion of 'balance', to make death magic equally effective everywhere, we could no longer have undead - OR turners, both because you would no longer have undead (or indeed other racial distinctions, as a secondary consequence), and because you could not sustain classes of more narrow scope. Phrasing that last bit a different way, to the extent you adhere to 'balance' qua homogeniety, you narrow class diversity to almost nil. As a corrollary to that, you also might as well name all your creatures 'Pablum' (or 'Khao', with a nod to Hangover2 '<img'> ) from a tactical/gameplay perspective. You make all classes equal by making them all the same. Yes, this is balance, but at the cost of all meaningful distinction - all combat would be equally effective for all, but all would be playing essentially the same class.

If that sounds extreme, it's true not just in theory, but in practice, and not just when talking about casters. Consider, by way of example, the desire to make all melee weapons equally effective against all foes. You would have to ensure that all creatures have equal amounts of resistance to B, P, and S - bye bye skeletons, oozes, plants, etc. Further, you could not use varied amounts of resistance, because this would favor either dex or str builds. You would either have to calculate the precise mix of immunity and resistance required to make dex builds and str builds have equal dps (resistance is far more hurtful to dexers, obviously, and without further tweaks or offsets, you wouldn't be able to use it all), or you'd have to toss out the str/dex distinction. It's worth noting that this way isn't easier than the more holistic approach I'm suggesting, despite the simplicity, as you have to utterly remove all distinguishing class/build characteristics, in the end.

The trick with melee weapons doesn't stop there, either. Unless you equalize all crit ranges and damage amounts, you're going to have disparate outcomes there as well. Worse still are things like dual weilding vs two-handing vs shields. If you want to allow more damage output for use of a second weapon, you must penalize defense to offset build power, but that results in more disparate outcomes, since more attacks per round will fare better againt monsters that have trouble hitting the player - otherwise, the shield is more valuable. Wanting equal outcomes there means we have to kill monster ab distinctions. And, of course, dualers would hit more often against lower-ac critters (they have a lower net ab bc of offhand bonuses), so you would etiher have to set all critters at a level-adjusted ac that yeilded roughly equivalent dps, or you would have to toss out 2-hander vs dualing vs sword-and-board, and force all characters to use the same setup.

And, before you suggest that all this talk about melee weapons is inapposite to the discussion of casters, consider that many summons are melee-oriented. All of these balance considerations are inextricably linked, often in very complex ways. Instead of aiming for equal outcomes for every type of attack in every area, you should simply aim for roughly equivalent build power overall. This approach allows for diversity in a way that yours simply does not, as I hope I've amply demonstrated above.

I'll phrase it one more way to drive the point home. So long as we want variance in ac, ab, resistance, saves, and the myriad other traits that make creatures distinctive in combat, and have since the basic boxed sets in one way or another, we must allow for certain attacks to be more or less effective against them. And, even if we try to balance the various class options across each area, there are simply far too many factors to consider to arrive at a perfect balance for all. Instead, we must allow some classes to do better in some areas. Of course, this also opens up a whole host of new build diversity. Generalist powers are by definition more powerful than specialist powers, so we can increase the power of a specialist's ability to offset. This applies to formulation of entire builds and quasiclasses, as well. If we're making a quasi that's got a wide range of abilities that apply to a broad spectrum of foes, they must of necessity be less powerful than the abilities of a class that is more limited in number or targetability of abilities. We can't go too broad or too narrow, either - there's a happy medium with a limiited range. Thus, we can have both both generalist and specialist. By contrast, to the extent that you adhere to the homogeneitous version of 'balance' you suggest above, you cannot.

 
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That regardless of which route you go and what style of spellcasting you prefer, you're not at a disadvantage OR advantage.  An evoker is roughly equivalent to a necromancer is roughly equivalent to a conjurer is roughly equivalent to a person using the full spectrum of spells.

These two sentences highlight the confusion I'm seeing. 'Roughly equivalent' is more what I'm advocating, but it's a far cry from styles of spellcasting not creating dis/advantange. That is to say, I'm advocating for 'roughly equivalent' across the mod as a whole, not within each area, which is simply unworkable/undesirable for the reasons I higlight above.
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Maybe I'm reading you wrong, but it seems to me like you seem to be saying a person who likes using Evocation spells should be rendered nigh worthless in some areas and incredibly powerful in others.

Replace 'likes using' with 'only uses' or 'can only use', and you're reading me half right. This is a more extreme case than what I'm advocating. I'll offer another example, keeping to vanilla rules: even an evoker specialist CAN use other spells, and a player that DOES make use of such spells in addition to his area of speciality, where appropriate, SHOULD fare better than one who does not. This MUST be true unless those additional abilities are meaningless/too weak to be useful (and thus negiligible in terms of class diversity). Likewise, he MUST fare worse than classes who are more specialized at dealing with those particular foes, as evocation spells are, generally speaking, of fairly broad targetability/scope. If, for example, a turner is unable to deal with undead more efficaciously than the evoker, his class/build is itself negligible in terms of diversity and class balance - it might as well not exist, since no one is going to play it when the evoker exceeds it in both scope and power (and thus overall power). This does NOT mean, as you suggest, that the evoker must be 'useless', only less useful, against those particular enemies - and that's important. Unless you accept the existance of the in-between values in addition to the binary useless/uber, you just can't have specialists and generalists, and all the diversity that accompanies.

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Or are you saying that if you have a baseline of 100% effectiveness, that in some areas some spells should make you 150% effective as a bonus but everything else is still 100% effective?  Even if this is the case - why?  That seems to be an argument for flavor which is coming at the expense of balance, not helping it.

This is much closer to what I'm advocating, yes. But it's not coming at the expense of balance, just taking a necessarily broader view of balance - modwide, rather than area- or creature-wide.

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Consider WoW, for a moment, where the focus of a mage is "damage spam" as you called it.  Are you suggesting that you think casters in WoW cannot be balanced because "damage spam" is consistently rewarded?

I've never played WoW, so I can't really comment on it specifically, other than to say that many of our players who have played WoW have remarked on the fairly limited set of class roles it offers. You seem to be mis-extrapolating from my remarks, however. If 'damage spam' is the only behavior that is rewarded, which I doubt, then WoW would be definitionally imbalanced. If, however, 'damage spam' is the only behavior for a GIVEN class that is rewarded, you could still have balanced play, if fairly tactically uninteresting play. Ideally, you would want that damage caster to wear a number of hats - perhaps stopping to help a knocked-down friend get up, perhaps using said damage to draw aggro away from a threatened friend - and so on. You would also want a learning curve, requiring the use of multiple spells, rather than just a single 'most damaging spell (think vanilla IGMS), and the acquisition of knowledge concerning various opponents. But that's getting somewhat far afield of your question.


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FunkySwerve wrote...

This means creating a variety of critters with things like...varied damage resistances/immunities...This requires intelligent, targeted spellcasting, even when you give players access to powerful spells.

Again...why?  Where's this "intelligent, targeted spellcasting" when you say "Okay, instead of spamming Firebrand 15 times I'm going to spam Cone of Cold 15 times?"  How does that improve *balance?*  Are you saying that every monster having identical resistances/immunities would inherently *unbalanced?*  That would seem to be an interesting arguement to make.

Yes, that's actually pretty close to what I'm saying, though the 15 firebrands vs 15 cone of colds misses the point. Consider instead 15 firebrands vs 3 firebrands, 2 chain lightnings, 5 ice storms, a clarity, a heal pot, an elemental shield, a dimension door, and 2 more brands. This example assumes a much greater diversity of balancing factors - not just balanced damage types, but also balanced offensive and defensive needs - assuming the character will need to do more than just offense, due to challenging spawn composition. Even that just touches a couple of bases. Have they also buffed their allies with elemental weapon buffs pre-combat? Might they not dispell a hostile confusion or fear effect with the proper spell? And so on.

What I'm saying is that there are two problems with every monster having identical resistances/immunities. First, it'd be incredibly dull (and, as I talk about above, the lack of diversity wouldn't just stop at the spawns). Second, yes, it would be inherently imbalanced. Suppose you have them all at 20 resists on all damage types. You just hosed all your dexers, and gave a heaping helping of awesome to high damage packet classes like casters, critters, and str builds. Or, conversely, suppose said creatures all had SR requiring a level-appropriate caster to pray for a 5 or 10% chance fail roll. Well, your casters are gonna hate you, but you just solved some of your high-damage packet issues (though not all). In the end, you simply cannot create a single set of stats that will treat all build types equally - which is why you would have to homogenize your build types to acheive that kind of balance. To see a very simple example of this impossibility, pick this critter's level-appropriate ac. Simply by picking it, you've determined what weilding style you're going to favor. Too low, and dualers will deal too much damage. Too high, and they'll deal too little. You could PROBABLY, absent any other considerations, work out a golden mean balancing 2H and Shield styles. The problem is, you DO have other considerations. You then, for example, have WMs to worry about, as well as an classes that have a different tier of ab (I vs II vs III - a single level-appropriate ac that's balanced for tier 1s is too high for tier 2s, killing any hope of, for example, them dualing effectively). Unless they're all weilding the same weapon, your WMs are going to be doing too much dps - the limit of a single weapon type is meaningless when all enemies have the same defensive profile. Instead of trading off weapon type disadvantages against some foes for higher ab, it no longer matters the type they use. The diversity inherent in the classes demands a matching diversity in spawn types, or the whole system is thrown out of whack (or you throw out said class diversity, at which point we're no longer really talking about the same game).

Funky
               
               

               


                     Modifié par FunkySwerve, 24 décembre 2012 - 08:15 .
                     
                  


            

Legacy_WhiZard

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About epic arcane casters…..
« Reply #27 on: December 24, 2012, 08:23:59 pm »


               Nah, give all creatures 100% concealment and full immunity to all effects and damage types (all as supernatural effects).  The game will be 100% balanced.  No class will be better than another (well there is still turn undead and petrification gaze but those can be scripted to remove potency).
               
               

               
            

Legacy_MagicalMaster

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« Reply #28 on: December 25, 2012, 03:36:19 am »


               Funky,

Thanks for the explanation.  Bit busy now with Christmas Eve and then Christmas Day tomorrow, so won't be able to really respond until later, but I did want to mention something:

And, before you suggest that all this talk about melee weapons is inapposite to the discussion of casters, consider that many summons are melee-oriented.

Actually, I think your points about melee damage types (along with later discussion about AB/AC and shield/2H/dual-wield) are extremely relevant to casters in terms of the balance philosophy at hand and may actually be a better way to get at the heart of the matter rather than discuss spells.

Also, quick question: how many times in NWN have you been in a group of, say, 5 people and you lost a fight because one person had 1 AB less than he could have had?  I'll even expand that to you losing because one of the five people should have had 2 more AB if you'd like.  Honestly curious as to your answer regarding that because I suspect it'll illuminate the fundamental disconnect we have.

P.S. server is going down for a few hours if anyone was wanting to mess with that, it'll be up later.
               
               

               


                     Modifié par MagicalMaster, 25 décembre 2012 - 03:36 .
                     
                  


            

Legacy_FunkySwerve

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About epic arcane casters…..
« Reply #29 on: December 25, 2012, 05:08:28 am »


               

MagicalMaster wrote...
Actually, I think your points about melee damage types (along with later discussion about AB/AC and shield/2H/dual-wield) are extremely relevant to casters in terms of the balance philosophy at hand and may actually be a better way to get at the heart of the matter rather than discuss spells.

Glad to hear it. I regard on of HG's greatest failings that our casters NEVER melee - partly because the server was off-balance from the point I took over, but mostly because of how our legendary (and now, paragon) levels are structured. It would require some major rebalancing, but it lent me insight on why bioware did epic level ab the way they did - to limit the ab divide between tiers. We mimiced pre-epic ab in legendary levels, but reverted to a all-tiers-get-the-same approach for paragon levels, in large part because of this and related insights.

Also, quick question: how many times in NWN have you been in a group of, say, 5 people and you lost a fight because one person had 1 AB less than he could have had?  I'll even expand that to you losing because one of the five people should have had 2 more AB if you'd like.  Honestly curious as to your answer regarding that because I suspect it'll illuminate the fundamental disconnect we have.

I would peg it at more than you might expect, but I have a LOT more experience, and FAR more recent experience with developing than I do with playing. I can tell you the consensus of our players, however, and that's based on millions of hours of playtest. They regard a gap of 4 points to be build-killing, give or take a point. The reason for this is also structural - there's only so much granularity in a d20 roll - 5%. A standout example of this is the Abyss, one of our current endgame areas, designed for level 60s (we cover 5 major layers, plus the Plane of Portals). In one of our (near-constant) experiments with critter balancing, we dropped resists and immunities from the Hells, the other major endgame area, but upped ac and ab by an average of 4 points. Players complained that a lot of previously-viable builds were no longer melee capable.

Of course, players, like some of the earlier posters in this thread, tend to simplify their analyses, going with an all-or-nothing outlook, but the gist of their complaints, which I verified with my battle bard, was that previously marginal abs were no longer able to contribute meaningfully to melee combat. Yes, they still hit occasionally, but their dps was too low to mean much in terms of party contribution. The same was also true of builds with marginal acs. Overnight, a particular type of CoT build was the new favorite, because of a combination of high damage married to high damage resistance, which offset a lot of the monsters' increased ab.

So, how does this impact the outcomes of combats? Often, they'll turn into extended slugfests, which is not always as boring as you might expect for the party as a whole, though it often IS. We tend to have larger parties, which can cover for one or two inefficient builds pretty easily, but in smaller groups, like in the group of 5 you postulate, they are pretty quickly lethal, because the bench just isn't enough to cover sudden exigencies (of which we try to create a few each run).

So yeah, a few points can effect balance pretty critically, and this is NOT attenuated by levels, since you always have the same amount of granularity in your random rolls, and your level scaling cannot allow for either too frequent success or failure - you have to stay in a smallish sweet spot. We are slaves to the d20. '<img'>

I can elaborate more, if you like - our entire system of statting is based on some pretty extensive experimentation in this area. You CAN offset problems arising from these kinds of scaling issues, but only to a limited degree. With dexers, for instance, we had to flatten the amount of ac some builds were able to attain, to bring them closer to the center of the bell curve - too much deviation in any stat will become game-breaking in one way or another. As a result, we had to increase their damage output somewhat, WITHOUT upsetting other builds, and (hopefully) without having to redo all the legendary-level monsters (around 1200 unique beasties - though we HAVE had to do mass edits in some cases, as with our bard song nerf). There, we relied on irresistable damages, which did solve the problem, but became another, if somewhat smaller balance problem in its own right, requiring further tweaking to how our weapon buffs operated (we did a lot of the irresistables that way)...and so on.

Funky

Funky