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Combat Module A: Hitroll and damroll changes.

 
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Burzuk
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Joined: 20 Jan 2004
Posts: 529

PostPosted: Sun Dec 19, 2004 5:34 am    Post subject: Combat Module A: Hitroll and damroll changes.

One of the problems we’ve had is strength-based races dominating on the offensively in combat, such as fully stacked fire giants with ludicrously high hit/dam rolls. Likewise, lowbie PKing giants wipe the floor with their competition even without much eq due to their natural hit/dam bonuses.

So what has changed? First off, hitroll and damroll used to be based entirely on STR. Hitroll is now based on DEX, while damroll is now based on STR. Fire giants used to receive +12 hitroll and +14 damroll. Under the new change, they will now receive +6 hitroll and +15 damroll instead. Halflings, however, will receive +15 hitroll and +7 damroll, giving them a much more equal footing in combat against giants (giants still have a huge size advantage, physical resistances, etc). Most non-giant races will have received hit/dam boosts across the board now to varying degrees.

The other major change involving hitroll and damroll: hitroll and damroll bonuses from STR and DEX now scale according to level. This means that a level 15 fire giant (or any other lowbie PKing character) will NOT receive their full hit/dam bonuses when they try to lowbie PK. This gives fighting classes an incentive to level up since they’ll be making fuller use out of their race potential, while giving a low-level spellcasters a little more time to flee, since their small hp pool won’t be knocked down as quickly. This won’t affect spellcasting classes much, since they already have a strong incentive to level up for new spells and to better beat their opponent’s spell saves.

Feedback and further discussion are welcome.
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time



Joined: 04 Dec 2004
Posts: 26
Location: NY NY

PostPosted: Sun Dec 19, 2004 8:22 am    Post subject:

When to we get our full hit/dam bonus?

Another question from another change post, Can giants still dual wield two two handed weaps, and if so are the affects put in so that they now count as single handed weaps?
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Burzuk
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Joined: 20 Jan 2004
Posts: 529

PostPosted: Sun Dec 19, 2004 8:50 am    Post subject:

time wrote:
When to we get our full hit/dam bonus?


Level 50. Note that this only affects your hit/dam bonus from strength and dexterity--your hit/dam from eq, skills, etc are not affected.

time wrote:
Another question from another change post, Can giants still dual wield two two handed weaps, and if so are the affects put in so that they now count as single handed weaps?


Yes, and yes.
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Mendek



Joined: 16 Jan 2004
Posts: 472

PostPosted: Sun Dec 19, 2004 4:25 pm    Post subject:

I really thought halflings did pretty well against giants... Have defenses been tweaked also?
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Burzuk
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Joined: 20 Jan 2004
Posts: 529

PostPosted: Sun Dec 19, 2004 5:03 pm    Post subject:

You thought halflings did well against giants until giants started being able to wield bows to completely negate a halfling's dodge (save for rogue classes with counterbalance of course).
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Hilemal



Joined: 22 Nov 2004
Posts: 71

PostPosted: Sun Dec 19, 2004 11:26 pm    Post subject:

Haven't been able to try it (don't have a giant, sorry). But here's what I'm seeing:

Giant wields bow: Now he has only dodge as a defense. Low dex = dodge probably not too reliable.

Halfling:
Option 1: Wield two handed weapon. Double grip. Now hard to disarm, has parry to deflect the arrows (how effective will this be?), and gets extra damage from double grip.
Option 2: Wields a one handed weapon and shield. Gets to block arrows (again, how effective?), gets to choose a weapon.

Not to sure which side is better off here. Any feedback on how effective the skills will be?
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Burzuk
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Joined: 20 Jan 2004
Posts: 529

PostPosted: Mon Dec 20, 2004 12:27 am    Post subject:

You forgot about point blank, giving the giant back parry and an extra attack to boot.

Quote:
Option 1: Wield two handed weapon. Double grip. Now hard to disarm, has parry to deflect the arrows (how effective will this be?), and gets extra damage from double grip.


And has to rely on a 17-str parry and no point blank attack compared to the giant. Not the best option.

Quote:
Option 2: Wields a one handed weapon and shield. Gets to block arrows (again, how effective?), gets to choose a weapon.


The better of the two options. The question is, whether the improved shield blocking vs. arrows makes up for the loss of the 25-dex dodge here. Go give it a try. We've already done the calculations and testing on our end.
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Brains



Joined: 08 Feb 2004
Posts: 248

PostPosted: Mon Dec 20, 2004 12:56 am    Post subject:

What do bows count as in terms of weapon type (I assume a new type: 'bow') and hand count (one-handed, two-handed)?

Would dirt/disarm be a valid tactic for a halfling facing a stabby, bow-bearing giant? I can't think of a 'cursed' (aka non-disarmable) bow offhand...
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divsky
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Joined: 13 Mar 2004
Posts: 1054
Location: Iowa City, IA

PostPosted: Mon Dec 20, 2004 1:18 am    Post subject:

Any changes on how hitroll interacts with AC? Or is AC still a relativly useless stat at the higher levels?
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Green Elephant



Joined: 05 Apr 2004
Posts: 82

PostPosted: Tue Dec 21, 2004 7:51 pm    Post subject:

Quote:
I can't think of a 'cursed' (aka non-disarmable) bow offhand...


I havent seen it recently, so I don't know, but what about the silver crossbow? Or is that still exotic...
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