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Mr Mago
 
PostPosted: Tue, Apr 14 2009, 4:00 AM 

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What keeps things balanced is the lack of implementing "Let's do this, because it's not -that- overpowered, and shouldn't have that much of an effect on the big picture".


Basically.


Adding positive damage to the darkfire BoT page shifts some of the balance in favour of clerics.

They don't need that extra addition, since they manage quiet well with dashing out damage as it is.

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corypx
 
PostPosted: Tue, Apr 14 2009, 4:12 AM 

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Gexx44 wrote:
corypx wrote: you know what would also make sense Divine favor giving divine and not magical damage, I think darkfire is fine as it is, its better then NWN basic.

in all politeness, since one thing doesnt make sense means we should allow more things to not make sense and try our hardest to not progress the awesomeness of our rp? also i care more for the whole positive/negative visual effect it gives to you and your allies who except it. i think it would be fun, creative, and logical.


RP is backseat to balance or would you like the DMs to let me make a palemaster shifter, because shapeshifters can be any class with shapechange spell so wizard/palemaster/shifter dragon form reset to NWN basic of 40/+6 DR?

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Gexx44
 
PostPosted: Tue, Apr 14 2009, 4:33 AM 

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i get what youre sayin "Mr Mago" but while it may favor them in the fact that it is hard to resist it makes it where they cant use electrical and ice which many things are vulnerable to. so therefore it has its upside and downside. Also i dont think a palemaster shapeshifter is that bad being you can get undead shape and it says the shifter holds only his soul constant and this said shifter could very well worship velsharoon, but id rather not get off topic of the rp/balanced use and application of the darkfire change suggested.


 
      
Mr Mago
 
PostPosted: Tue, Apr 14 2009, 4:36 AM 

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You don't have the issue of PvP balance when it comes to fire / cold / electrical.


Those three are very easy to get 15/- DR against on your equipment, while as positive energy resistance is a lot harder.

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Gexx44
 
PostPosted: Tue, Apr 14 2009, 5:06 AM 

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though dragon disciples in pvp are weakened by cold and the common +4 armor boots/ +2 con boots i see have a vulnerability to electricity. Though i do see this problem you speak of but perhaps pvp it might have a slight advantage but pvm flame weapon has the advantage. Well i think for the most part our debate is growing smaller and if the dms are not convinced then i suppose i will stop trying. though my main reason for wanting this is to have positive/negative looking weapons. that is all and thanks for the fun little debate.


 
      
Mr Mago
 
PostPosted: Tue, Apr 14 2009, 5:12 AM 

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RDDs no longer receive the elemental vulnerabilities, actually. That vulnerability was implemented in order to balance that class, though.

Dunno about the boots. Most use the Sun Soul boots which don't have elemental weaknesses. Still, there are no items on Amia (to my knowledge) that have 50% elemental weaknesses to them.

If there are weaknesses added onto a specific item, it is for balance purposes as well. In order to have something that weighs up the beneficial properties of that specific item.

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Gexx44
 
PostPosted: Tue, Apr 14 2009, 5:16 AM 

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so i suppose you are very very right about it giving a small perk to pvp but it does give a disadvantage to pvm and adds rp, i suppose those are final conflicting ideas?


 
      
Mr Mago
 
PostPosted: Tue, Apr 14 2009, 5:32 AM 

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I don't agree that it gives a disadvantage to PvM.

There are few mobsters that have vulnerabilities to electricity.

Most mobsters have vulnerabilities to fire (which is the darkfire damage by default). Some have vulnerabilities to cold. The other elemental types aren't as common.

There are however several high end mobsters that have resistances to nearly all elemental types.

Including those in the Abyss, the Angels/Demons and Epic Bosses.


I don't see how it would improve RP either. Since the spell description says nothing which insinuates that the damage would have anything to do with good/evil.

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Torzeng
 
PostPosted: Tue, Apr 14 2009, 5:39 AM 

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TormakSaber wrote:
I don't see a reason to change it.

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Selmak
 
PostPosted: Tue, Apr 14 2009, 5:43 AM 

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If I recall correct there is an Armour of Fire Immunity that actually makes you catch fire 50% more easily. It shows up at the merchants every now and then so it's still there.


 
      
Gexx44
 
PostPosted: Tue, Apr 14 2009, 6:35 AM 

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saying it brings no new rp value is like saying the blackguards aura of despair brings no rp value. I dont see how someone couldnt find a way to extend their rp using this addition and also there are plenty monsters that need a bit of cold and spark to help kill them otherwise BoT's flame weapon wouldnt be too useful, also the fire giants are very nice at high levels for hunting.

i also see nothing in the spell that insinuates it would do cold or electrical damage either, would be nice to throw in some creativity to the spell rather than read it from the book.


 
      
Signe Johanne
 
PostPosted: Tue, Apr 14 2009, 6:42 AM 

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Uncle-Opustus wrote:
Leave Darkfire alone! Leave it alone!

*sobs hysterically*
Yeah! What has Darkfire ever done to you!?

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Terra_777
 
PostPosted: Tue, Apr 14 2009, 6:44 AM 

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*Pats Signe's back reassuringly*

Don't worry, atleast I aint going to dig in Darkfires intestines.

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Galenson
 
PostPosted: Tue, Apr 14 2009, 9:39 AM 

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I might as well just sum this topic up and keep it short.


Being the sole remaining soul (as the rest of them have left since) who objected against the original inclusion of negative damage, I'm your scapegoat to pit all your blames upon. The loss of acid damage was a shame yes because my objection was only against the negative damage but the rest of the server couldn't agree upon a replacement for negative (clerics were too ZOMG too powerful to have sonic or positive as a substitute) which is why it is how it is now.

Even after the UeF gut punch, it's not going to change. For the last two years I've survived extremely well without using darkfire or flame weapon, you'll live.

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TormakSaber
 
PostPosted: Tue, Apr 14 2009, 11:26 AM 

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Yeah, if you use it, you'll be even better than you used to be.

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Galenson
 
PostPosted: Tue, Apr 14 2009, 11:43 AM 

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Not in the slightest.

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Douglas Hope
 
PostPosted: Tue, Apr 14 2009, 16:22 PM 



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I'd give up a lot in terms of power for Positive damage. As in, I'd take 1 positive damage over 1d6 fire any time of the week.

(Provided it has cool VFX of course ^^)

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Yurell
 
PostPosted: Tue, Apr 14 2009, 16:56 PM 

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Douglas Hope wrote:
I'd give up a lot in terms of power for Positive damage. As in, I'd take 1 positive damage over 1d6 fire any time of the week.

(Provided it has cool VFX of course ^^)


I'd just like to see negative there. It's no problem PvP wise - one simple spell / potion renders it utterly useless.

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TormakSaber
 
PostPosted: Tue, Apr 14 2009, 17:01 PM 

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Not happening, you had your chance.

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Yurell
 
PostPosted: Tue, Apr 14 2009, 17:06 PM 

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TormakSaber wrote:
Not happening, you had your chance.


No, no I didn't, but I gather that's not what you mean. *Sigh*
Oh well, such is life.

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