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Stealth_Vicious
 
PostPosted: Mon, Apr 13 2009, 1:58 AM 

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i was just curious, if Darkfire is exactly the same as the spell Flame Weapon, then why not make the Book of transmutation different by having flame weapon elemental (like they both already are) and change Darkfire options to positive and negative, with default still Darkfire, pushing the whole divine aspect of the spell? or has this already been discussed?

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Magnum Opera
 
PostPosted: Mon, Apr 13 2009, 3:06 AM 

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I approve of this thread!


 
      
Yurell
 
PostPosted: Mon, Apr 13 2009, 3:11 AM 

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I believe it used to have negative but someone (a cleric player!) complained.

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TormakSaber
 
PostPosted: Mon, Apr 13 2009, 3:13 AM 

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Yurell wrote:
I believe it used to have negative but someone (a cleric player!) complained.


Negative and Acid.

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Stealth_Vicious
 
PostPosted: Mon, Apr 13 2009, 3:36 AM 

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negative and acid are somewhat weird choices, plus both tend to feel evil IMO so i could see a complaint there, but negative and positive should represent good and evil clerics pretty well with darkfire still around for the neutral types, plus those three should give enough options to get around damage immunities, though one might complain not as great for finding vulnerabilities except for undead, which a cleric type should P-own anyways. clerics should be less about elemental and more divine, that's how i see it anyways

-edit- i was assuming that the choices at one time where only acid and negative, I'm sure that was not the case. or was it?, anyways negative i see no problem with, acid though was the weird one.

just to make it thought clear, IMO the BoT page would be nice to have these thee divine options only
1) Darkfire (default)
2) Positive
3) Negative

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Last edited by Stealth_Vicious on Mon, Apr 13 2009, 4:14 AM, edited 1 time in total.

 
      
Yurell
 
PostPosted: Mon, Apr 13 2009, 3:55 AM 

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I like the idea myself, and would whole-heartedly support it.

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RigorIYIortis
 
PostPosted: Mon, Apr 13 2009, 4:06 AM 

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Seems like an intelligent suggestion

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Leggomi Eggolas
 
PostPosted: Mon, Apr 13 2009, 4:12 AM 

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My evil cleric would use nothing but positive damage.

Positive is far less often resisted than negative. It's too beneficial to use that damage type to give it out at 1d12 for a level 3 spell.

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Selmak
 
PostPosted: Mon, Apr 13 2009, 4:20 AM 

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Well it doesn't necessarily have to confer the same damage roll if it's a damage type that isn't resisted much. Then, it's still better than fire in some circumstances, but you're still going to want to use fire against things which don't resist fire.


 
      
Stealth_Vicious
 
PostPosted: Mon, Apr 13 2009, 4:22 AM 

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Leggomi Eggolas wrote:
My evil cleric would use nothing but positive damage.

Positive is far less often resisted than negative. It's too beneficial to use that damage type to give it out at 1d12 for a level 3 spell.


well if your evil cleric likes to powerbuild build then sure lol, but my evil cleric would only use what fit his alignment rp wise, negative, and in extreme causes, Darkfire, or since i have negative already , darkfires a nice nuetral option to add, so nothing changes in my case lol, but positive being used by evil characters can happen, i would think, just a matter of what there god thinks of them using it..also could be them channeling another god, which makes for interesting RP fallout

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Yurell
 
PostPosted: Mon, Apr 13 2009, 4:23 AM 

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Selmak wrote:
Well it doesn't necessarily have to confer the same damage roll if it's a damage type that isn't resisted much. Then, it's still better than fire in some circumstances, but you're still going to want to use fire against things which don't resist fire.


Yeah, but on the downside there are weaknesses you can't exploit any more (frost, for example).

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TormakSaber
 
PostPosted: Mon, Apr 13 2009, 4:40 AM 

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I don't see a reason to change it.

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Dwagin
 
PostPosted: Mon, Apr 13 2009, 6:10 AM 

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Leggomi Eggolas wrote:
My evil cleric would use nothing but positive damage.

Positive is far less often resisted than negative. It's too beneficial to use that damage type to give it out at 1d12 for a level 3 spell.


Not to mention things with positive energy vulnerability.

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Mr Mago
 
PostPosted: Mon, Apr 13 2009, 7:01 AM 

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Negative damage is generally not favoured as it is easily countered by a bubbly potion.

Though, I see no reason as to why negative was removed from the Darkfire BoT.

Positive would be OP'ed, for the reasons already stated.

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TormakSaber
 
PostPosted: Mon, Apr 13 2009, 7:14 AM 

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Quote:
Though, I see no reason as to why negative was removed from the Darkfire BoT.


People complained.

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Yurell
 
PostPosted: Mon, Apr 13 2009, 7:17 AM 

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TormakSaber wrote:
Quote:
Though, I see no reason as to why negative was removed from the Darkfire BoT.


People complained.


Can we have it back?

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Dev Disco
 
PostPosted: Mon, Apr 13 2009, 7:17 AM 

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Yes. I think it's a very good principle if something got changed because of complaints (I must say I'd use another phrase myself here) it doesn't get rechanged when the community makes its mind up. You got your chance, so live with it.

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Yurell
 
PostPosted: Mon, Apr 13 2009, 7:19 AM 

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Is that yes as in yes or yes as in no?

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Carter
 
PostPosted: Mon, Apr 13 2009, 7:24 AM 

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That was a yes agreeing with Tormak that people complained. It was a no to changing it.


 
      
Yurell
 
PostPosted: Mon, Apr 13 2009, 7:30 AM 

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Blast. When was it changed originally, may I ask?

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Dev Disco
 
PostPosted: Mon, Apr 13 2009, 7:46 AM 

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Dunno, after we added it, I guess.

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Gexx44
 
PostPosted: Mon, Apr 13 2009, 7:52 AM 

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being this is an rp server i think it would make more logical sense and benefit more awesome rp to have it changed to positive and negative, despite the powergaming populace.


 
      
Yurell
 
PostPosted: Mon, Apr 13 2009, 7:54 AM 

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I like the idea of positive, negative and vanilla of being the lvl three cleric spell as opposed to elemental as the lvl two arcane.

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The Cobbit
 
PostPosted: Mon, Apr 13 2009, 8:28 AM 

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It's fine the way it is. I like being able to have Electrical damage slapped on my cutlass.

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jameslocke
 
PostPosted: Mon, Apr 13 2009, 8:34 AM 

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Clerics can already slap some nice positive damage onto their weapons with Divine Might.

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Yurell
 
PostPosted: Mon, Apr 13 2009, 8:43 AM 

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jameslocke wrote:
Clerics can already slap some nice positive damage onto their weapons with Divine Might.


They can't cast it on to other's and can only do it based on their cha modifier.

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Signe Johanne
 
PostPosted: Mon, Apr 13 2009, 8:44 AM 

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Divine damage, thank you. Clerics are powerful enough as it is. At least I think that's the general consensus.

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Yurell
 
PostPosted: Mon, Apr 13 2009, 8:45 AM 

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Signe Johanne wrote:
Divine damage, thank you. Clerics are powerful enough as it is. At least I think that's the general consensus.


Yeah, and so are wizards but they got a BoT for Weird.

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Gexx44
 
PostPosted: Mon, Apr 13 2009, 9:09 AM 

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i really dont think changing a damage type is going to make it horridly overpowered. I just simply think it would be cool and awesome rp to cast the visual effect of negative and positive. Plus it makes plenty sense.


 
      
TormakSaber
 
PostPosted: Mon, Apr 13 2009, 10:18 AM 

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Gexx44 wrote:
i really dont think changing a damage type is going to make it horridly overpowered.


*Changes damage type from fire, to ice, while fighting Fire Giants*

??

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Estatica
 
PostPosted: Mon, Apr 13 2009, 10:22 AM 

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Gexx44 wrote:
i really dont think changing a damage type is going to make it horridly overpowered. I just simply think it would be cool and awesome rp to cast the visual effect of negative and positive. Plus it makes plenty sense.


 
      
TormakSaber
 
PostPosted: Mon, Apr 13 2009, 10:24 AM 

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It make no sort of sense. Darkfire is "fire", afterall. Anything you consider it "making sense" is your opinion, which can, in cases of balance, be straight up wrong, as is your assertation that 1d12 positive energy castabl e at level 3 is not ovepowered.

Hint: It is.

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Stealth_Vicious
 
PostPosted: Mon, Apr 13 2009, 10:50 AM 

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TormakSaber wrote:
It make no sort of sense. Darkfire is "fire", afterall. Anything you consider it "making sense" is your opinion, which can, in cases of balance, be straight up wrong, as is your assertation that 1d12 positive energy castabl e at level 3 is not ovepowered.

Hint: It is.


question how is the 1d12 at lvl 3 being figured?

and also darkfire may be fire, the spell though is a bit different in PnP, plus channeled though divine means. but here's the description of the spell just for fun,


"A flame, void of light, springs forth from an object that you touch. The effect feels like a regular flame, but it does not give off any visible illumination nor does it consume oxygen"

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TormakSaber
 
PostPosted: Mon, Apr 13 2009, 12:11 PM 

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Flame.

Aso: Spell level 3, not Character Level 3.

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RigorIYIortis
 
PostPosted: Mon, Apr 13 2009, 15:08 PM 

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At spell level 3 it only gives 1d4 damage anyway...

Quote:
• CL 1 – 9 : 1d4 damage,
• CL 10 – 14 : 1d6 damage,
• CL 15 – 19 : 1d8 damage,
• CL 20 – 24 : 1d10 damage,
• CL 25+ : 1d12 damage.

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Mr Mago
 
PostPosted: Mon, Apr 13 2009, 15:11 PM 

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He meant, as a level 3 spell.

Aka, a spell of the third tier.

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555444333
 
PostPosted: Mon, Apr 13 2009, 16:14 PM 

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TormakSaber wrote:
Spell level 3,

L-E-V-E-L T-H-R-E-E

Why did TSR not buy a thesaurus?

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Selmak
 
PostPosted: Mon, Apr 13 2009, 16:57 PM 

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I can't imagine what the world would be like today if the world level didn't have 'arbitrary point in a character's existence' as a definition. Just think, there would be no powerlevelling services. No excited '5XP to next level' message in party chat. No levelling up. It would be like stepping into bizarro world.


 
      
Stealth_Vicious
 
PostPosted: Mon, Apr 13 2009, 17:27 PM 

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RigorIYIortis wrote:
At spell level 3 it only gives 1d4 damage anyway...

Quote:
• CL 1 – 9 : 1d4 damage,
• CL 10 – 14 : 1d6 damage,
• CL 15 – 19 : 1d8 damage,
• CL 20 – 24 : 1d10 damage,
• CL 25+ : 1d12 damage.


ok thats what i thought, just got confuse with people saying level 3 / 1d12, but that's not anything particular about this thread, it's about damage type not amount of damage. positive energy should only extremely hurt undead, which come on there freakin clerics lol, undead is there "thing" besides that the only difference i can see with positive energy is the what the NwN wiki says which, on Amia may not be the case

"Positive, magical, and divine damage are the three damage types for which there is no protection via spells, and items granting positive damage protection tend to be rare"

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Blackdragon12121
 
PostPosted: Mon, Apr 13 2009, 17:30 PM 

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Could we at least have negative back. Perhaps added to flame weapon too. Its not like that would overpower anything? Is there a reason acid and sonic arent available? These are just as easily resistable are the other elements now given the new items in the module.


 
      
Jan
 
PostPosted: Mon, Apr 13 2009, 17:35 PM 

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Yurell wrote:
They can't cast it on to other's and can only do it based on their cha modifier.

So what? Get some charisma, +15 divine is sexy.


 
      
Uncle-Opustus
 
PostPosted: Mon, Apr 13 2009, 17:37 PM 

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Leave Darkfire alone! Leave it alone!

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TormakSaber
 
PostPosted: Mon, Apr 13 2009, 22:59 PM 

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[quote="Uncle-Opustus"]Leave Darkfire alone! Leave it alone![/quote

This man is only one of the reasons Darkfire exists as it does now and will not be changed. You may blame him, not us.

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Gexx44
 
PostPosted: Tue, Apr 14 2009, 1:45 AM 

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well sure it may be dark"fire" but it still gets changed to ice and electrical so im saying it make more sense for it to be positive and negative instead of what is now and it wouldnt be overpowered because not many things are weakened by these elements except undead which as others have said is understandable for clerics to be good against. Also ice may be good against fire giants, bu not only is that just one of many areas, it is not the most exalted place to hunt, at least at max level.

I really just think that it would be cooler and more fun if clerics could cast positive and negative rather than ice and electricity. not trying to be rude, just trying to get that out there. Also it does 1d12 3rd tier spell damage no matter what damage it unleashes, perhaps if this were a druidic-like cleric electricity and ice would make more sense to me, but really negative and positive seem to give me more of cleric feel even if not all clerics are inherently good or evil, fire can be neutral along with positive and neutral being neutral gods give ac against evil and good it makes sense they would use these elements against their foes.

any constructive criticism ^_^


 
      
corypx
 
PostPosted: Tue, Apr 14 2009, 2:11 AM 

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Gexx44 wrote:
i really dont think changing a damage type is going to make it horridly overpowered. I just simply think it would be cool and awesome rp to cast the visual effect of negative and positive. Plus it makes plenty sense.


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.

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Blackdragon12121
 
PostPosted: Tue, Apr 14 2009, 2:17 AM 

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Good points here and I agree with them. The sad fact is that no matter how many good points you make for darkfire being transmutable to postive or negative, if the DMs dont want it to be changed or there is vested interest elsewhere, its just not gonna fly...even if it does make perfectly good rp sense. Whats really important here is PVP balance. Positive would only really be "overpowered" in the PVP aspect and even then its not hugely overpowering. PVM its only really great against undead and maybe in the abyss too.

While on the subject, do you want to know something that is REALLY overpowered? Get this...I just found a mestils acid sheath page. The firegiants literally kill themselves. It actually mademe sad inside. At the same time I felt dirty using it. The spell was already good enough and to really rub salt in the wound, you dont even get the green glowy effect that you normally get with acid mestils. Great for PVP.


 
      
FA_Frey_XC
 
PostPosted: Tue, Apr 14 2009, 2:42 AM 

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Yurell wrote:
Yeah, and so are wizards but they got a BoT for Weird.


Wizards are suppose to be OP.

They're wizards.

:P

Regards,

EDIT: Forgot the smiley!!!

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Stealth_Vicious
 
PostPosted: Tue, Apr 14 2009, 2:57 AM 

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Gexx44 wrote:
well sure it may be dark"fire" but it still gets changed to ice and electrical so im saying it make more sense for it to be positive and negative instead of what is now and it wouldnt be overpowered because not many things are weakened by these elements except undead which as others have said is understandable for clerics to be good against. Also ice may be good against fire giants, bu not only is that just one of many areas, it is not the most exalted place to hunt, at least at max level.

I really just think that it would be cooler and more fun if clerics could cast positive and negative rather than ice and electricity. not trying to be rude, just trying to get that out there. Also it does 1d12 3rd tier spell damage no matter what damage it unleashes, perhaps if this were a druidic-like cleric electricity and ice would make more sense to me, but really negative and positive seem to give me more of cleric feel even if not all clerics are inherently good or evil, fire can be neutral along with positive and neutral being neutral gods give ac against evil and good it makes sense they would use these elements against their foes.

any constructive criticism ^_^


pretty much said it all there, the only other thing i would add to that is it makes the spell diverse, and different from the arcane version, compared to what it is now, the exact same thing but a lvl higher...

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Mr Mago
 
PostPosted: Tue, Apr 14 2009, 3:43 AM 

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Mr Mago wrote:
Positive would be OP'ed, for the reasons already stated.


Unfortunately, that fact still remains.


Since, it -would- be overpowered, as close to no NPC monsters have resistance against it. And it's just as rare amongst PCs.

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Gexx44
 
PostPosted: Tue, Apr 14 2009, 3:50 AM 

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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.

also i realize the dms are in complete control and that is why i am trying to negotiate with them in hopes that this could come to life. that is why i chose this topic to stay on for i feel it brings something fun and new to amia. as for being overpowered, amia has beefed up plenty things and in all equality this is but a minor advantage, for while it is hard to resist it is for the most part not very overpowering to some such as electric and ice are. so i think it has its ups and downs.


 
      
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