Author Topic: Considering to remove CoT class - need opinions  (Read 911 times)

Legacy_Aelis Eine

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Considering to remove CoT class - need opinions
« Reply #15 on: December 01, 2014, 04:08:42 am »


               

Thing is, if you really wanted to eliminate redundancy you'd have to redo everything from the ground up. Rogue and Assassin, CoT and Fighter, Sorcerer and Wizard... even DD and Barbarian are all very mechanically similar classes that, in a typical CRPG, would likely be handled as a different specialization of the same class rather than a new class altogether.


 


It's bottomless rabbit hole that you'll end up jumping into.



               
               

               
            

Legacy_Terrorble

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Considering to remove CoT class - need opinions
« Reply #16 on: December 01, 2014, 04:34:04 am »


               

CoT bonus feats taken in epic levels give access to Great Wisdom feats, iirc.  It's one way to get dragon shape.


 


Before 1.69 Paladin level was more important since it was used to determine the power of the Holy Avenger dispel.  Now, I suppose it doesn't matter unless you've rescripted HA to grant an OnHit dispel and the full paladin level.


 


 


Unless it's really breaking something in the module or being abused, I would keep CoT.  If your module uses haks, you could change the levels at which CoT gets its Sacred Defense feats.  Spread it out to every 3rd level instead of every 2nd up to 10.



               
               

               
            

Legacy_MrZork

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Considering to remove CoT class - need opinions
« Reply #17 on: December 01, 2014, 06:17:48 am »


               

Consider it modified to something more along the lines of "90%+ of the time it has zero downside." [...]

Indeed. I was thinking of it from the perspective of having fighter levels already and having an open class slot (and ignoring builds that open with fighter since obviously CoT isn't a viable replacement). So let's go with my modified statement at the start of this post if you prefer.

Hehe. Fair enough. IMO, that's a pretty restricted set of circumstances. I don't know if 90% of the builds I have seen (or even just 90% of the builds where fighter is an option) would fit those criteria, and even then there is some downside to CoT, though it might be the better choice for the build, overall.
 

My AAs tend to be fighter based, though -- fighter for 6 levels, wizard for 1 level, AA the rest of the way except for 1 more fighter level for EWS in epic levels. So CoT isn't remotely an option at that point since you can't start with it, hence I wasn't considering it. Though if you're going Bard heavy AA I'm not sure it's even worth taking Fighter -- taking 5 levels of fighter is losing 3 AB and 3 damage, which is better than 6 damage.

I am not fully following you again on either part of that. You can't build an AA with only 7 non-AA levels pre-epic. If you are looking to maximize AB in the pre-epic stage, then presumably you are going 6 fighter, 1 wizard, 10 AA, and then either 3 more fighter (in order to take EWS on a fighter bonus feat in epics) or 2 fighter and 1 more wizard (to cap off spellcraft for saves). Then round out the build with 19 AA levels in epics, with one fighter level set aside for EWS.

(BTW, I am no AA build-master, so that's just the most obvious class split for that build to me. If there is a way to get a better result for pre-epic fighter-wizard-AAs, I would love to learn about it.)

And, with the bard AA, how is taking 5 levels of fighter costing you 3 AB and 3 damage over the non-fighter AA? Once again, you would be taking no more than 10 AA levels pre-epic either way. I am not saying it can't be done with buffing (bard song, curse song, Cat's Grace, and Bull's Strength with mighty bows, both possibly empowered), but that's adding a whole other level of complexity to the discussion...
               
               

               
            

Legacy_MagicalMaster

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Considering to remove CoT class - need opinions
« Reply #18 on: December 01, 2014, 10:47:21 pm »


               


Thing is, if you really wanted to eliminate redundancy you'd have to redo everything from the ground up.




 


That's a bit of an overstatement.


 




Rogue and Assassin, CoT and Fighter, Sorcerer and Wizard... even DD and Barbarian




 


Rogues and Assassins are a perfect example of what I'm talking about.  If you go rogue, you gain 4 more skill points per level.  If you go assassin, you gain special abilities to enhance your attacks.  Delving into assassin versus staying rogue (or dipping into assassin versus dipping into rogue) offer that clear tradeoff (even if assassin doesn't actually offer all that much).


 


CoT and Fighter, sure.


 


Sorcerer and Wizard are redundant in role, perhaps, but drastically different in playstyle.  Each approaches spells in a very different way.  Removing one from the game would remove a preferred spell system.  If anything I think this kind of redundancy is good -- call it active preference redundancy versus passive redundancy if you like.


 


DD and Barbarian are somewhat redundant in practice, in theory Barbarian should gain more benefits from higher level rage and more offense while DD should gain more defense.


 




Unless it's really breaking something in the module or being abused, I would keep CoT.  If your module uses haks, you could change the levels at which CoT gets its Sacred Defense feats.  Spread it out to every 3rd level instead of every 2nd up to 10.




 


The problem is the bonus feats, not the Sacred Defense.  Feat like every three levels would make more sense.  Extra feats compared to paladin but less spells, less feats compared to fighter but more saves.


 




Hehe. Fair enough. IMO, that's a pretty restricted set of circumstances. I don't know if 90% of the builds I have seen (or even just 90% of the builds where fighter is an option) would fit those criteria, and even then there is some downside to CoT, though it might be the better choice for the build, overall.




 


I'm also thinking of it from the perspective of a campaign, not just a level 40 world.  Imagine you're a level 8 Fighter and your campaign will last for 4 more levels.  Do you keep going Fighter or switch to CoT?  There's literally no reason NOT to go CoT at this point.  Taking rogue levels for skill points/UMD/tumble would lower your HP and AB, for example, but CoT is nothing but bonuses.


 




I am not fully following you again on either part of that. You can't build an AA with only 7 non-AA levels pre-epic. If you are looking to maximize AB in the pre-epic stage, then presumably you are going 6 fighter, 1 wizard, 10 AA, and then either 3 more fighter (in order to take EWS on a fighter bonus feat in epics) or 2 fighter and 1 more wizard (to cap off spellcraft for saves). Then round out the build with 19 AA levels in epics, with one fighter level set aside for EWS.




 


9 fighter/1 wizard/10 AA pre-epic, yes.  Which means there's no possible way to take CoT instead of fighter.  Ditto for something like 7 fighter/3 wizard/10 AA if you're spellcraft obsessed or something.  Hence comparing CoT to Fighter in this case is irrelevant since CoT is not a possible alternative to Fighter.


 




And, with the bard AA, how is taking 5 levels of fighter costing you 3 AB and 3 damage over the non-fighter AA? Once again, you would be taking no more than 10 AA levels pre-epic either way. I am not saying it can't be done with buffing (bard song, curse song, Cat's Grace, and Bull's Strength with mighty bows, both possibly empowered), but that's adding a whole other level of complexity to the discussion...




 


Let's say you're going something like 16 Bard/24 AA.  If you want to get EWS, then you'd switch that to something like Bard 16/Fighter 5/AA 19 -- in other words, the fighter levels subtract from the AA levels, not the bard levels.  Thus you'd be losing Enchant Arrow bonuses in exchange for EWS (in this case you'd only lose 2 AB/2 damage for EWS since you ended on an even AA level and are subtracting 5 levels, but you get the general idea).



               
               

               
            

Legacy_MrZork

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« Reply #19 on: December 02, 2014, 12:47:02 am »


               

 



Hehe. Fair enough. IMO, that's a pretty restricted set of circumstances. I don't know if 90% of the builds I have seen (or even just 90% of the builds where fighter is an option) would fit those criteria, and even then there is some downside to CoT, though it might be the better choice for the build, overall.



 

I'm also thinking of it from the perspective of a campaign, not just a level 40 world.  Imagine you're a level 8 Fighter and your campaign will last for 4 more levels.  Do you keep going Fighter or switch to CoT?  There's literally no reason NOT to go CoT at this point.  Taking rogue levels for skill points/UMD/tumble would lower your HP and AB, for example, but CoT is nothing but bonuses.

 



 

I was thinking of campaign situations as well. But, campaigns allow a toon to take up to three classes, so there are still opportunity costs for taking CoT in that third class, instead of some other class. I would agree that generally one benefits from not diluting a build at lower levels. But, you are contriving a situation in which the toon can take CoT levels in place of additional fighter levels and saying there is no cost. I would agree that for a toon with 1) at least 4 fighter levels, 2) at least one class slot open, and 3) no option but to take additional fighter levels or start taking CoT levels, then he is better off with CoT. But, that's hardly the only situation (even in campaigns) and in the vast majority of other situations, there is at least some downside to taking CoT levels. (Once again, I am not saying CoT won't be a good choice overall for many cases where one of those three criterion aren't met, but there will be some trade-off for it.)

 



 



I am not fully following you again on either part of that. You can't build an AA with only 7 non-AA levels pre-epic. If you are looking to maximize AB in the pre-epic stage, then presumably you are going 6 fighter, 1 wizard, 10 AA, and then either 3 more fighter (in order to take EWS on a fighter bonus feat in epics) or 2 fighter and 1 more wizard (to cap off spellcraft for saves). Then round out the build with 19 AA levels in epics, with one fighter level set aside for EWS.



9 fighter/1 wizard/10 AA pre-epic, yes.  Which means there's no possible way to take CoT instead of fighter.  Ditto for something like 7 fighter/3 wizard/10 AA if you're spellcraft obsessed or something.  Hence comparing CoT to Fighter in this case is irrelevant since CoT is not a possible alternative to Fighter.

 

Got it. I misread the context of your comment. I agree that there is little opportunity/incentive to take CoT levels in AA builds, which is why I mentioned that earlier in the thread.

 



 



And, with the bard AA, how is taking 5 levels of fighter costing you 3 AB and 3 damage over the non-fighter AA? Once again, you would be taking no more than 10 AA levels pre-epic either way. I am not saying it can't be done with buffing (bard song, curse song, Cat's Grace, and Bull's Strength with mighty bows, both possibly empowered), but that's adding a whole other level of complexity to the discussion...



Let's say you're going something like 16 Bard/24 AA.  If you want to get EWS, then you'd switch that to something like Bard 16/Fighter 5/AA 19 -- in other words, the fighter levels subtract from the AA levels, not the bard levels.  Thus you'd be losing Enchant Arrow bonuses in exchange for EWS (in this case you'd only lose 2 AB/2 damage for EWS since you ended on an even AA level and are subtracting 5 levels, but you get the general idea).

 




I see what you are saying, "the fighter levels subtract from the AA levels, not the bard levels" because you are choosing to do it that way. One could easily take those 5 (or 4 if one is being conservative) fighter levels from the bard levels and not lose AA levels. I assume that you mean that the resulting build wouldn't be as much of a bard-heavy build. And I agree.


Meanwhile, even if the player chooses to take all the fighter levels in place of AA levels rather than in place of bard levels, the net change isn't exactly -2 AB and -2 damage because EWS gives +4 damage. So the net change is -2 AB and +2 damage. Whether or not that is worth it depends on the environment. If the toon is rarely encountering high-AC opponents and hitting most opponents on all but natural 1s for most of his attacks, I would tend to take EWS for better damage on opponents with DR or piercing resistance.



               
               

               
            

Legacy_Aelis Eine

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« Reply #20 on: December 02, 2014, 01:30:59 am »


               


 


Rogues and Assassins are a perfect example of what I'm talking about.  If you go rogue, you gain 4 more skill points per level.  If you go assassin, you gain special abilities to enhance your attacks.  Delving into assassin versus staying rogue (or dipping into assassin versus dipping into rogue) offer that clear tradeoff (even if assassin doesn't actually offer all that much).


 


Sorcerer and Wizard are redundant in role, perhaps, but drastically different in playstyle.  Each approaches spells in a very different way.  Removing one from the game would remove a preferred spell system.  If anything I think this kind of redundancy is good -- call it active preference redundancy versus passive redundancy if you like.




 


I don't think a Ranger 9/Shadowdancer 1/Assassin 30 switching to Ranger 10/Shadowdancer 1/Rogue 29 loses a lot of special abilities to enhance attacks. Especially since both Rogue and Assassin are both UMD classes, the buffs that Assassin gets are quite redundant.


 


In fact, depending on how you spread your levels, the Rogue build gets 16 more skill points from being able to start as Rogue at level 1, gets 1 more BAB from being able to do pre-epic as Rogue 12/Ranger 8 and gets 1 more bonus feat at epic level as well.


 


And in practice, many players start off as Wizard in a PW and then switch to Sorcerer once they know the server and its spells inside out. Barring RP restrictions e.g. settings like Dragonlance, PWs, especially action servers, struggle to make Wizard an attractive option vs Sorcerer. The inverse applies for Single Player modules, although it's less of an issue.


               
               

               
            

Legacy_MagicalMaster

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« Reply #21 on: December 02, 2014, 08:48:10 pm »


               


 I was thinking of campaign situations as well. But, campaigns allow a toon to take up to three classes, so there are still opportunity costs for taking CoT in that third class, instead of some other class.




 


How many characters actually have three classes prior to level 15ish, which is what most campaigns entail?


 




 But, that's hardly the only situation (even in campaigns) and in the vast majority of other situations, there is at least some downside to taking CoT levels.




 


I think you're vastly overestimating how many people powerbuild.  Most people don't skill dump or even triple class at all.  They're not going with the goal of 12 fighter/3 rogue/25 WM or 38 sorc/1 paladin/1 monk or whatever.  You (and I) are in this "elite bubble" where that stuff seems to be second nature but most people do not play that way.


 


So the whole situation of "Hey, I'm a fighter...and I guess I'm automatically qualified for CoT which is literally the exact same as a fighter plus extra saves for 10 levels" is quite common.  Or "I'm a fighter/rogue hybrid...and I guess that CoT thing which I apparently qualified for is straight up better than more fighter levels."  Etc.  You can basically stumble into CoT and see it as nothing but an improvement over what you're already doing.


 


In an absolute sense, there is the opportunity cost and playing a weaker character overall...but if we're judging by that standard then there's like half a dozen or so power builds and everything else is just flat out weaker anyway, so that's kind of moot.  I was speaking in a practical sense for what the typical situations most people encounter.


 




 I see what you are saying, "the fighter levels subtract from the AA levels, not the bard levels" because you are choosing to do it that way. One could easily take those 5 (or 4 if one is being conservative) fighter levels from the bard levels and not lose AA levels. I assume that you mean that the resulting build wouldn't be as much of a bard-heavy build. And I agree.




 


You approach such a build by saying "I want X bard levels and what I can do to fill in the rest?"  It'll always be subtracted from the other levels.


 




 Meanwhile, even if the player chooses to take all the fighter levels in place of AA levels rather than in place of bard levels, the net change isn't exactly -2 AB and -2 damage because EWS gives +4 damage. So the net change is -2 AB and +2 damage. Whether or not that is worth it depends on the environment. If the toon is rarely encountering high-AC opponents and hitting most opponents on all but natural 1s for most of his attacks, I would tend to take EWS for better damage on opponents with DR or piercing resistance.




 


If only I had said something along those lines originally!


 




Though if you're going Bard heavy AA I'm not sure it's even worth taking Fighter -- taking 5 levels of fighter is losing 3 AB and 3 damage, which is better than 6 damage.




 


And 2 AB will be better than 2 damage 99% of the time (at the point at which we're discussing, aka epic levels).  Can show the math if you want.


 




I don't think a Ranger 9/Shadowdancer 1/Assassin 30 switching to Ranger 10/Shadowdancer 1/Rogue 29 loses a lot of special abilities to enhance attacks. Especially since both Rogue and Assassin are both UMD classes, the buffs that Assassin gets are quite redundant.




 


Use Poison, Darkness, Ghostly Visage, (Improved) Invisibility, Death Attack (the paralyze part).  Whether you think those abilities are worth losing the 4 skill points per level is irrelevant -- the intent is completely clear that it's supposed to be an alternative, regardless of actual tuning.


 


I mean, think about the inverse -- imagine that Assassin gave 1d6 Death Attack damage for EACH level, gained 1 Dexterity per 2 levels or something, and poisons were actually good.  Clearly that's not redundant -- it's a matter of tuning, not of intent.


 



And in practice, many players start off as Wizard in a PW and then switch to Sorcerer once they know the server and its spells inside out. Barring RP restrictions e.g. settings like Dragonlance, PWs, especially action servers, struggle to make Wizard an attractive option vs Sorcerer. The inverse applies for Single Player modules, although it's less of an issue.



 


Which again is a problem of tuning.  There's a clear effort to make Wizards distinct from Sorcerers.


 


That's a lot different from CoT being "Fighter...but with extra saves!"



               
               

               
            

Legacy_Aelis Eine

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« Reply #22 on: December 03, 2014, 12:59:49 am »


               


 


Use Poison, Darkness, Ghostly Visage, (Improved) Invisibility, Death Attack (the paralyze part).  Whether you think those abilities are worth losing the 4 skill points per level is irrelevant -- the intent is completely clear that it's supposed to be an alternative, regardless of actual tuning.


 


I mean, think about the inverse -- imagine that Assassin gave 1d6 Death Attack damage for EACH level, gained 1 Dexterity per 2 levels or something, and poisons were actually good.  Clearly that's not redundant -- it's a matter of tuning, not of intent.


 


Which again is a problem of tuning.  There's a clear effort to make Wizards distinct from Sorcerers.


 


That's a lot different from CoT being "Fighter...but with extra saves!"




 


Use Poison - doesn't actually let you use Poison, only use Poison without a check. Easily compensated by using more poison, therefore the only advantage is economy.


 


Darkness, Ghostly Visage, Invisibility - Would be relevant if they weren't UMD classes, or if they were short duration buffs. As it is, three out of the four spells are long duration buffs and easily replicated with UMD. The last one is an area debuff good for a single fight, so UMD can come in too. Again the only advantage is economy.


 


The only differentiator is Death Attack, which makes Assassin a Rogue... but with less skill points, no Evasion, no Defensive Roll, no Slippery Mind... but it gets a bunch of abilities to help you save gold! Also a special type of Sneak Attack that needs you to engage ahead of the rest of your party, uses the most commonly stacked save and requires the target to not be immune to Sneak Attacks. In the meantime the RDD is cleaving things down with DC 53 Dev Crit.


 


Btw you can unlock Epic Spec with just 4 Fighter levels. A Bard 16/AA X could go Bard 8/AA 10/Fighter 2, take the 4th Fighter level on an epic feat level and get +6 damage in 4 levels to finish Bard 16/Fighter 4/AA 20 with 18 BAB. The alternative would be Bard 16/AA 24 with 17 BAB. The Fighter build gets 1 less AB but 4 more damage.


 


A build that allows for a straight up comparison between Fighter vs CoT would be a Monk 6-10/Cleric 26/Fighter or CoT 4-8. In that instance, it'd be +2-4 saves on a build with multiple save buffs that might already be reaching the +20 cap after items are factored in, along with a likely short duration Divine Wrath vs +6 damage. I think Fighter is ahead there.


 


Alternatively, Bard 26/RDD 10/Fighter or CoT 4. In this case, I think Fighter is significantly ahead because you don't need to focus in a weapon before gaining martial proficiency, and it's 6 damage vs +2 saves towards cap with no room for Divine Wrath.


 


IMO, CoT only comes out ahead when 1) You take 5-10 levels of CoT and 2) You can either use the Great Wisdom bonus feats or have enough Charisma and melee focus to get a good duration out of Divine Wrath. Otherwise, as a prestige class, CoT is competing with the likes of Weapon Master, AA and RDD. And like RDD, it runs out of juice after 10, especially since its saves count towards the +20 cap, meaning there's no point stacking too much of them. In contrast, by being a base class, Fighter already fits into places CoT cannot.



               
               

               
            

Legacy_MagicalMaster

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« Reply #23 on: December 07, 2014, 02:02:53 am »


               


Use Poison - doesn't actually let you use Poison, only use Poison without a check. Easily compensated by using more poison, therefore the only advantage is economy.


 


Darkness, Ghostly Visage, Invisibility - Would be relevant if they weren't UMD classes, or if they were short duration buffs. As it is, three out of the four spells are long duration buffs and easily replicated with UMD. The last one is an area debuff good for a single fight, so UMD can come in too. Again the only advantage is economy.




 


Did you...like...just miss this section?


 




Use Poison, Darkness, Ghostly Visage, (Improved) Invisibility, Death Attack (the paralyze part).  Whether you think those abilities are worth losing the 4 skill points per level is irrelevant -- the intent is completely clear that it's supposed to be an alternative, regardless of actual tuning.


 


I mean, think about the inverse -- imagine that Assassin gave 1d6 Death Attack damage for EACH level, gained 1 Dexterity per 2 levels or something, and poisons were actually good.  Clearly that's not redundant -- it's a matter of tuning, not of intent.




 




Btw you can unlock Epic Spec with just 4 Fighter levels. A Bard 16/AA X could go Bard 8/AA 10/Fighter 2, take the 4th Fighter level on an epic feat level and get +6 damage in 4 levels to finish Bard 16/Fighter 4/AA 20 with 18 BAB. The alternative would be Bard 16/AA 24 with 17 BAB. The Fighter build gets 1 less AB but 4 more damage.




 


At the cost of a two feats, though.  Bard 16/Fighter 4/AA 20 gets 9 epic feats.  If one goes to spec, then that leaves Armor Skin, Epic Prowess, EWF...and now you have five feats.  Could drop EP for Great Dex VI (same AB, 1 more AC) or drop AS (one more AB, two less AC).  Overall benefit is either +5 AB and +5 AC or +6 AB and +3 AC.


 


A Bard 16/AA 24 has 10 epic feats, with EWF/AS/EP you have 7 remaining for Great Dex.  Which means you could drop AS or EP to get 8 Great Dex and for either +6 AB and +6 AC or +7 AB and +4 AC.



In essence, you always have a guaranteed 1 AB/1 AC advantage...so we go back to -2 AB in exchange for 4 damage PLUS losing an AC.


 




In contrast, by being a base class, Fighter already fits into places CoT cannot.




 


Which, as previously mentioned, is irrelevant in this case.  The question isn't whether Fighter should be removed, it's whether CoT is effectively redundant.



               
               

               
            

Legacy_Aelis Eine

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« Reply #24 on: December 07, 2014, 02:54:08 am »


               

Even if you "tuned" Poison, it would still be usable by Rogues and the only advantage is still economy. If you made a new Assassin-only poison, that'd be going beyond tuning and adding something completely new, like making a Fighter-only scripted item that buffs a proc effect on a weapon/armor/shield.


 


As for Death Attack, as I said, Death Attack is the only differentiator and I don't think it's good design to make a class whose sole raison d'etre is one class ability - look at Shadowdancer. That said, I don't understand Shadowdancer as a class. Shadow Evade, Improved Evasion, Defensive Roll are essentially tanking abilities, but the one ability unique to it, HiPS, effectively drops aggro.


 


On the other hand, 1 Dex per 2 levels is you adding something completely new into the mix. You could just as well say Fighter only needs "tuning" by giving it +1AB and +1AC per 4 levels.


 


AC is pretty irrelevant to the archery build in question, considering it's essentially a support DPS role. It has no Uncanny Dodge, no Monk AC and incurs AoOs in melee range - which ignore Dex and Dodge bonus, so that's easily >20AC lost there. In melee against mobs designed to challenge a Monk/SD, PM or DD tank with healing support, it would be toast either way. Its best defense is to maintain distance and avoid getting aggro.


 


So it's 2 AB for 4 Damage which is still different from the 2 AB for 2 Damage you originally posted. On top of that, since you're going into this level of detail, the Fighter build gets 2 more pre-epic feats, and the to-buy list for this kind of Archery build typically looks like:


 


Point Blank Shot


Rapid Shot


WF Longbow


Improved Crit


Blind Fight


Toughness


Lingering Song


Curse Song


Extend Spell


Called Shot


 


So the pure AA build would have to give up two of those feats if it were indeed going for max AB. First 5 are non-negotiable. Toughness would more than compensate for the loss of 1 conditional AC for survivability, not to mention the higher base HP on Fighter compared to AA. Curse Song and Called Shot would much, much more greatly compensate. Lingering Song and Extend Spell on the other hand help with uptime for longer engagements and are harder to measure.



               
               

               
            

Legacy_MagicalMaster

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« Reply #25 on: December 10, 2014, 08:42:24 pm »


               


Even if you "tuned" Poison, it would still be usable by Rogues and the only advantage is still economy. If you made a new Assassin-only poison, that'd be going beyond tuning and adding something completely new, like making a Fighter-only scripted item that buffs a proc effect on a weapon/armor/shield.




 


How is that going beyond tuning?  Assassins are supposed to be poison specialists, they get a bonus to saves against poison, and they're one of only two classes that can use poison without fear.  You're adjusting what's supposed to be a core feature of the class.  The problem is the lack of downside for failing the poison check and the general weakness of poison by default.


 


And a Fighter-only scripted item is as much tuning as giving them a 1 AB bonus per 10 Fighter levels or something.


 




As for Death Attack, as I said, Death Attack is the only differentiator and I don't think it's good design to make a class whose sole raison d'etre is one class ability - look at Shadowdancer. That said, I don't understand Shadowdancer as a class. Shadow Evade, Improved Evasion, Defensive Roll are essentially tanking abilities, but the one ability unique to it, HiPS, effectively drops aggro.




 


You could easily do something like make you gain Death Attack every level (instead of every other level) and/or change the function so you can paralyze opponents in combat (or nix the paralyze in exchange for something else, like debuffing the target).


 


Shadowdancer is basically meant to have insane survivability -- usually can avoid aggro with HiPS but even if you don't (like versus enemies that see through stealth or have high detect) then you have the other stuff to fall back on.  It would probably make more sense to get HiPS last as an "ultimate" ability, though.


 




On the other hand, 1 Dex per 2 levels is you adding something completely new into the mix. You could just as well say Fighter only needs "tuning" by giving it +1AB and +1AC per 4 levels.




 


Precisely!  I'm glad we agree (and doing that for an Epic Fighter bonus actually does a lot to make the class more viable)!


 



AC is pretty irrelevant to the archery build in question, considering it's essentially a support DPS role. It has no Uncanny Dodge, no Monk AC and incurs AoOs in melee range - which ignore Dex and Dodge bonus, so that's easily >20AC lost there. In melee against mobs designed to challenge a Monk/SD, PM or DD tank with healing support, it would be toast either way. Its best defense is to maintain distance and avoid getting aggro.


 


No, the AoOs don't ignore the Dex and Dodge bonus.  If you have a Fighter/Wizard/AA with high Dex and Dodge AC from boots, that all counts for the AoO triggered in melee.  Test it if you don't believe me.


 




So it's 2 AB for 4 Damage which is still different from the 2 AB for 2 Damage you originally posted. On top of that, since you're going into this level of detail, the Fighter build gets 2 more pre-epic feats, and the to-buy list for this kind of Archery build typically looks like:


 


Point Blank Shot


Rapid Shot


WF Longbow


Improved Crit


Blind Fight


Toughness


Lingering Song


Curse Song


Extend Spell


Called Shot


 


So the pure AA build would have to give up two of those feats if it were indeed going for max AB. First 5 are non-negotiable. Toughness would more than compensate for the loss of 1 conditional AC for survivability, not to mention the higher base HP on Fighter compared to AA. Curse Song and Called Shot would much, much more greatly compensate. Lingering Song and Extend Spell on the other hand help with uptime for longer engagements and are harder to measure.




 


Hey now, I originally just said "you lose 2-3 AB and damage to gain 6 damage" -- you're the one who wanted to go into this detail!


Toughness is easy to toss out, only environments I've seen where it matters are some of my modules.


 


So all you need to do is drop Lingering Song or Extend Spell.


 


Also, not to mention the elephant in the room, but going Bard/Fighter/AA like that also gives a 20% XP penalty unless half-elf, at which point you're losing an AB and AC.



               
               

               
            

Legacy_Aelis Eine

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« Reply #26 on: December 12, 2014, 04:10:32 pm »


               

If you're going down that route, I don't think throwing more AB or damage at a class is a good solution if the underlying problem is redundancy. There's light-touch changes and there's heavy-handed changes. Tweaks like those are starting to lean towards the latter and we start going into complex questions that I don't care to go into, like in this case, whether the basic BAB system is so inadequate that every melee class needs an AB booster.


 


Suppose you buff Fighter AB for example, wouldn't Blackguard be justified in getting a similar AB boost, and why is the advantage of being a high BAB class so negligible that changes like this need to be made across the board?


 


Also, Point Blank down to Blind Fight is 5 feats, then Curse and Called Shot make 7. You'd have to drop both Extend and Lingering. Losing Extend Spell means the duration on key buffs like Haste and War Cry are 1/2 to 1/3 of what they could be, along with DPS downtime due to needing more frequent rests and rebuffing.


 


Anyway, the point of this is whether 4 damage - and the benefit of extra pre-epic feats - is a worthwhile exchange for 2AB. In an environment that, to be fair to other classes, is balanced such that pure Monk AB is viable. Instead of bringing in the math to prove it as you said you could, you brought in an elephant. I don't know what to think about that.



               
               

               
            

Legacy_MagicalMaster

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« Reply #27 on: December 13, 2014, 03:22:43 am »


               


If you're going down that route, I don't think throwing more AB or damage at a class is a good solution if the underlying problem is redundancy. There's light-touch changes and there's heavy-handed changes. Tweaks like those are starting to lean towards the latter and we start going into complex questions that I don't care to go into, like in this case, whether the basic BAB system is so inadequate that every melee class needs an AB booster.




 


If Dwarven Defenders and Barbarians are redundant, then buffing Rage by doing something like making it an actual AB/damage boost or even just flat out given a bonus to AB/damage to Barbarians would eliminate the redundancy.  Barbarians get some minor defensive benefits but focus on sheer offense during Rage while DDs are purely focused on defense.


 


Giving the Assassin more damage would eliminate its redundancy with Rogue.


 


I don't see how something that that is a "heavy-handed' change.  A Heavy Handed change is like...removing the AB/damage bonus from AAs and making them solely focused on special arrow abilities.


 




Suppose you buff Fighter AB for example, wouldn't Blackguard be justified in getting a similar AB boost, and why is the advantage of being a high BAB class so negligible that changes like this need to be made across the board?




 


No, because Blackguards get Sneak Attack, some spell-like abilities, and the ability to summon demons.


 


The problem is that Fighters run out of good feats to pick up by level 40.  A pure Fighter is much better on a level 30 server, for example.


 


The problem with AB, frankly, is that I've never seen a module that isn't my own actually tuned around any kind of DPS check.  Which means doing 10% or 25% or 50% or 100% more damage is usually irrelevant, what matters is being able to survive.


 




Also, Point Blank down to Blind Fight is 5 feats, then Curse and Called Shot make 7. You'd have to drop both Extend and Lingering. Losing Extend Spell means the duration on key buffs like Haste and War Cry are 1/2 to 1/3 of what they could be, along with DPS downtime due to needing more frequent rests and rebuffing.




 


Don't you know that 9 = 10?  Sheesh.


 



Anyway, the point of this is whether 4 damage - and the benefit of extra pre-epic feats - is a worthwhile exchange for 2AB. In an environment that, to be fair to other classes, is balanced such that pure Monk AB is viable. Instead of bringing in the math to prove it as you said you could, you brought in an elephant. I don't know what to think about that.



 


No, I never mentioned the pre-epic feats at all.  You're the one who brought that up.  Hell, my original statement was talking about 3 AB/3 damage versus 6 damage because I figured you'd try to end on an odd AA level -- though I then changed that to 2 AB/2 damage versus 6 damage given that we were discussing a build that DID end on an even level.


 


"And 2 AB will be better than 2 damage 99% of the time (at the point at which we're discussing, aka epic levels).  Can show the math if you want."


 


That was responding to MrZork in a situation where he was discussing 2 AB versus 2 damage (not even 2 AB versus 4 damage).


 


But we can go over the math.  We'll assume you have equal AB to the enemy's AC since you're an Arcane Archer.  That gives you


 


90/65/40/15/90/65 = 3.65 hits per round (with Haste and Rapid Shot).  Add 2 AB and we get


 


95/75/50/25/95/75 = 4.15 hits per round, or a 13.7% improvement.  Which means you need to be doing 29 damage per shot for the AB to be equal or better.


 


In this case we have 4.5 base damage plus 10 AA damage plus 3 from Bard Song plus 2 from War Cry plus, shall we say, 5 physical damage arrows with 2d8 bonus damage?


 


That's 33.5 damage per shot, which is already 4 more than we need -- and keep in mind we're not counting the final 2 damage from the 21st and 23rd AA level or the 4 damage from WS/EWS from the Fighter.  So overall that's 35.5 damage at 4.15 hits per round (147.325 damage per round) versus 37.5 damage at 3.65 hits per round (136.875 damage per round).  Nor this counting Prayer/Battletide, Sneak Attack feat on gear, Weapon Specialization on gear (like Aielund Saga), or anything else custom.


 


And that's not even counting Mighty either, which could easily add another 8 damage in a higher magic environment (14 base strength and +12 bonus from gear).


 


Obviously it's also not counting Damage Resistance either -- if a monster is ignoring 20 damage from all sources or something the larger damage per hit will clearly be better (it's also not factoring in something like Epic Dodge or Deflect Arrows which favors AB).


If we buff up our AB another 5 relative to enemy AC we get


 


95/90/65/40/95/90 = 4.75 hits per round (with Haste and Rapid Shot).  Add 2 AB and we get


 


95/95/75/50/95/95 = 5.05 hits per round, or a 6.3% improvement.  Which means you need to be doing 63 damage per shot for the AB to be equal or better.  That's a much harder damage mark to hit -- even factoring in Prayer/Battletide/+8 Mighty we're only up to 44.5 damage.  So unless we're rocking arrows with something like +7 physical and 2d12 of two different damage types the the damage will be better (again, ignoring module/server specific stuff like Sneak Attack on items, WS on items, or any other bonus).


 


The reason this even close/flip-flops is due to the AA's insane AB and relatively low base damage, of course (because archery sucks by default in NWN past the first few levels).



               
               

               
            

Legacy_Aelis Eine

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« Reply #28 on: December 13, 2014, 12:16:41 pm »


               

I'd define heavy-handed, or extensive changes as any script or 2da adjustments, including both changed and new classes, feats, spells or abilities and associated flavor text, that would require documentation exceeding the length of an essay, or 2500 words. Most PvP-oriented servers would fall under this, same with action servers that require entire wikis or forum sections to document their changes.


 


The Fighter/AA would have 18 BAB + 10 Enchant Arrow + 2 Bard Song + 2 War Cry + 5 Curse Song + 1 for having two more Great Dexes than the Monk + The rest (remaining Dex, Weapon Enchant, EWF, Prowess) = 38 + The rest.


 


A Monk would have 15 BAB + The rest.


 


If the target's AC is equal to the AA's AB, a Monk would need a natural 20 to hit it. Even if its AC was 5 less than the AA's AB, the Monk would still need to roll an 18 or better on its best attack, and everything else would only hit on a natural 20. I don't think those enemy stats will work, unless the mod is designed specifically for AAs.



               
               

               
            

Legacy_MagicalMaster

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« Reply #29 on: December 15, 2014, 06:16:32 pm »


               


I'd define heavy-handed, or extensive changes as any script or 2da adjustments, including both changed and new classes, feats, spells or abilities and associated flavor text, that would require documentation exceeding the length of an essay, or 2500 words. Most PvP-oriented servers would fall under this, same with action servers that require entire wikis or forum sections to document their changes.




 


Let's say I made a change as follows:


 


Fighters get +1 AB/damage at level 20, a further +1 AB/damage at level 30, and a final +2 AB/damage at level 40.



How many words would you consider that to be?


 



If the target's AC is equal to the AA's AB, a Monk would need a natural 20 to hit it. Even if its AC was 5 less than the AA's AB, the Monk would still need to roll an 18 or better on its best attack, and everything else would only hit on a natural 20. I don't think those enemy stats will work, unless the mod is designed specifically for AAs.



 


I've often seen a figure indicating that a high BAB class should hit 75% of the time for standard mobs on its highest attack (with bosses having higher AC).  Let's assume full +12 stats on gear and +6 weapons (obviously doesn't matter much since it generally affects everyone equally).


 


Pure fighter would be 30 BAB + 12 base STR + 6 bonus STR + 4 feats + 6 weapon = 58 AB.  Therefore we'd expect to see 64 AC on mobs (which is 2.3 hits per round).


 


Pure monk would be 25 BAB + 10 base STR/DEX + 6 bonus STR/DEX + 4 feats + 6 weapon = 51 AB.


 


Fighter/AA would have 28 BAB + 12 base DEX + 6 bonus DEX + 4 feats + 10 AA + 2 War Cry + 6 weapon = 68 AB.



Which is enough to make the damage be better in most cases.  But there are some caveats:


 


1, you'll note I didn't count the Bard Song/Curse Song -- because if the world is tuned for expecting party buffs like that then the AC of mobs will be higher to compensate (also Bless/Aid/Prayer/flanking to factor in).


 


2, this is assuming we're tuning around a pure fighter, when something like a STR/DEX cleric, WM, or AA will have much higher AB at a minimum.  If the world is intended for powerbuilders then the AC may very well be higher.


 


P.S. another moral of the story is that Monk damage is completely awful by default.  Bad damage per hit and terrible AB.