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![]() Оруженосец Group: Members Posts: 117 Joined: 21 Feb 2005 Member No.: 1.348 ![]() Класс: Bard Направленность: Нейтральный злой Раса: Темный эльф ![]() |
итак
у меня тут небольшая идейка в свете грядущих событий с ВМами могущая показаться небезынтересной сейчас ВМов плавно опускают ниже плинтуса и скоро о них будут вытирать ноги все кому не лень ![]() по моему нормально что воин плохо сопротивляется магии НО по всем канонам маг плох в ближнем бою и слабо держит удары...наших же магов и рельсом с ног не собьешь вот предлагаю несколько фиксов вещей которые сильно усложнят кастерам жизнь в плане именно набора дисциплины..если захотят хорошо стоять на ногах им придется раскинуть мозгами, потратить пару фитов на скилл фокусы и не иметь слишком много радости от жизни сразу начнем браслеты гвардейца 8\10\12 ограничить по классам воин\вм\барб\дд\чот со всего оружия, артефактного и не очень убрать дисциплину, с браслетов мага и браслетов мага улучшенных тоже убрать на шлеме вождя варваров безлюдных земель поставить ограничение на варваров...в конце концов чей там шлем ? на доспехе Грока убрать из разрешенных классов паладина и блэкгарда вообще паладинов вывести из разряда воинов....простите но на Сиале 9 из 10 паладинов это добавки для вкусностей...спасы соркам и холи авенджер клерикам, единственный вариант был среди воинов Адры но ткните пальцем хотя бы в трех играющих сейчас воинов Адры просто по моему бредятина что воин Сагры.....этакий действительно ТЯЖЕЛЫЙ танк не может никого нокнуть....вообще никого кто может носить в бою вещи (жест в сторону регулярно падающей дракоши тк в полиморфе бонусы скиллов не идут с вещей кажиЦЦа) то есть маг, при желании, дисциплину набрать сможет но постараться придется как следует и придется чем то для этого пожертвовать -------------------- +1 post
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Рыцарь Group: Members Posts: 224 Joined: 14 Feb 2005 From: Тверь Member No.: 1.330 ![]() Класс: Druid Направленность: Нейтральный добрый Раса: Человек ![]() |
Запостю одни из фиксов зарубежного шарда...
Сразу скажу: - информацию воспринимайте как есть (это у них, а не у нас) - это не юмор ![]() - информация не осначает повод к таким фиксам и т.п. - Я не говорю сделайте так, не прошу сделать, а просто размещаю инфу. - Основная цель показать что моооогут быть изменения не только в обрезании статов, скилов а и возможного улучшения чистых класов. Но это не занчит что сейчас все плохо и т.п. и вот у других как супер, а у нас все плохо. У нас все хорошо ![]() .................. Пример ......................... This book lists the custom changes made to sorceror and wizard spells in this module. The spells are listed by level. Unless otherwise noted, changes effect monsters as well as PCs. Epic Spells: ------------------ Greater Ruin: damage doubled to 70d6 Hellball: damage doubled to 20d6 of each type 9th Level Spells: ------------------------- Black Blade of Disaster: does not require concentration Energy Drain: drains 3d4 at level 30 and 4d4 at level 40 Greater Spell Mantle: (PCs only) increase spells absorbed from 1d12 +10- to 1d12 +20 - scaled lvl 20 - 12 bonus 25 - 14 30 - 16 35 - 18 40 - 20 Meteor Swarm: changed to divine damage if caster is casterlevel 25 or over; damage at casterlevels 25 and up is 1d10 per level Summon Creature 9: this now summons new, more powerful elementals, at the following caster levels: 35 - Radiance 30 - Vacuum 25 - Ooze 20 - Magma 8th Level Spells: ------------------------- Blackstaff: at casterlevel 21 and up, the staff bonus = casterlevel * 3/8, capped at +15 at lvl 40 Greater Sanctuary: has a timer added to prevent exploits, set to 2 1/2 minutes between casts. Horrid Wilting: damage cap raised from 25d8 to 30d8 Incindiary Cloud: damage per round increased to d6(Casterlvl/4) Premonition: casters clad in armor heavier than clothing or wearing a shield will cast the regular version of the spell; this spell will end if armor heavier than clothing or a shield is equipped after casting; damage absorbtion limit increase to 50*caster level; at casterlevel 20 gives soak 30/+6 at casterlevel 24 gives soak 30/+7 at casterlevel 28 gives soak 30/+8 at casterlevel 32 gives soak 30/+9 at casterlevel 36 gives soak 30/+10 at casterlevel 40 gives soak 30/+11 Summon Creature 8: this now summons new, more powerful elementals, at the following caster levels: 35 - Lightning 30 - Steam 25 - Ice 20 - Mineral Sunburst: now does 15d6 against non-undead rather than 6d6; the damage cap vs undead was raised to 30d6 7th Level Spells: ------------------------- Delayed Blast Fireball: uncapped to 1d6 per level up to 40d6 Finger of Death: changed successful save damage to d6(3) + casterlvl*3 Great Thunderclap: added sonic damage 1d6/casterlevel Power Word Stun: added new category capped at 1000: hp0->50 = 4d4rnds hp51->100 = 3d4rnds hp101->150 = 2d4rnds hp151->1000 = 1d4rnds hp<1000 = no effect Prisimatic Spray: changed 3 elemental beams to exotic damage types, scaled damage: fire 20 ray -> d12(casterlvl/5) magic acid 40 ray -> d12(casterlvl/4) divine elec 80 ray -> d12(casterlvl/3) positive Summon Creature 7: this now summons new, more powerful elementals, at the following caster levels: 35 - Ash 30 - Dust 25 - Smoke 20 - Salt 6th Level Spells: ------------------------- Acid Fog: increased damage to 2d6(casterlevel/8) on entry, and 1d6(casterlevel/8) while remaining within the cloud- this and other cloud spells do not apply the 'remains within cloud' damage correctly, due to a Bioware bug Chain Lightning: damage cap removed, maxes at 40d6 Circle of Death: raised the max HD affected from 10 to 1/casterlevel, capped at lvl 30 Ethereal Visage: casters clad in armor heavier than clothing or wearing a shield will cast the regular version of the spell; this spell will end if armor heavier than clothing or a shield is equipped after casting; duration multiplies by 10 at lvl 20; lvl15 - 30%conceal - +4soak 20 - 40% - +5soak - immune 3rd 25 - 50% - +6 30 - 60% - +7 - immune 4rth 35 - 70% - +8 40 - 80% - +9 - immune 5th Flesh to Stone: add 5 to dc at lvl 30 Globe of Invulnerability: at casterlevel 30, the protection extends to 5th level spells, and at casterlevel 40 it extends to 6th level spells Greater Stoneskin: casters clad in armor heavier than clothing or wearing a shield will cast the regular version of the spell; this spell will end if armor heavier than clothing or a shield is equipped after casting; absorbs up to 20/level before ending, capped at 800dmg at lvl 40 (PCs only) at 20 gives soak 20/+6 at 24 gives soak 20/+7 at 28 gives soak 20/+8 at 32 gives soak 20/+9 at 36 gives soak 20/+10 at 40 gives soak 20/+11 Undeath to Death: uncapped to 40d4 HD at lvl 40 5th Level Spells: ------------------------- Ball Lightning: cap moved up to 30d6 at lvl 30, with up to 30 missiles Cloudkill: increased damage to 1d6(casterlevel/8) Cone of Cold: cap moved up to 30d6 at lvl 30 Energy Buffer: at level 20 the damage absorbtion limit increases from 60 to 25pts of damage per level, capped at 1000 pts at llvl 40 Firebrand: cap moved up to 30d6 at lvl 30, with up to 30 missiles Lesser Spell Mantle: (PCs only) 1d4 +6 increased to 1d4 +12 scaled 15 - 7 20 - 8 25 - 9 30 - 10 35 - 11 40 - 12 Mestil's Acid Sheath: damage capped at lvl 20 for a max of 40+1d6 4th Level Spells: ------------------------- Bestow Curse: penalties scale up to -12 20 = -4 25 = -6 30 = -8 35 = -10 40 = -12 Enervation: drains 2d4 at level 21 and up Ice Storm: at lvl 20, the phys damage increases from 3d6 to (d6/3caster levels) Improved Invisibility: (PCs only) reduced conceal to 25% Stoneskin: (PCs only) at level 20, the amount absorbable increases from 100 to (15/casterlevel), to a limit of 600 at level 40 gives the following damage reductions. at 20 gives soak 10/+6 at 24 gives soak 10/+7 at 28 gives soak 10/+8 at 32 gives soak 10/+9 at 36 gives soak 10/+10 at 40 gives soak 10/+11 Wall of Fire: This spell has been modified to create a wall of stone, lasting one round for every two levels of the caster. 3rd Level Spells: ------------------------- Find Traps: This spell only works on traps of DC 30 or below. If the DC is over 30, the spell will reveal the traps to everyone in the caster's party. Fireball: damage above level 20 changed to 1d6/every 2 caster levels Greater Magic Weapon: raised bonus scale cap to max of +10, at 30; this spell can't be cast on players more than 6 levels below the caster's level, and disappears when the weapon is transferred; it still works normally on summons Gust of Wind: DC increases by 5 at lvl 20 Lightning Bolt: damage above level 20 changed to 1d6/every 2 caster levels Mestil's Acid Breath: damage above level 20 changed to 1d6/every 2 caster levels Negative Enegy Burst - above level 20, does 1d8 + (2 per caster level) Protection from Elements: progression changed to absorb 10 points of damage per caster level Scintillating Sphere: damage above level 20 changed to 1d6/every 2 caster levels Vampiric Touch: damage scaled to 1d6/every 2 casterlevels, with a max of 20d6 at lvl 40 2nd Level Spells: ------------------------- Balagorn's Iron Horn: at casterlevel 21 and up, str check is against str equal to casterlevel instead of str 20, and the knockdown duration is doubled to 2 rounds Bull's Strength: at casterlevel 20 and up this spell adds 2d4 +2 to strength Cat's Grace: at casterlevel 20 and up this spell adds 2d4 +2 to dexterity Combust: at casterlevel 20 and up, the initial burst does 2d6 + casterlevel damage Eagle's Splendor: at casterlevel 20 and up this spell adds 2d4 +2 to charisma Endurance: at casterlevel 20 and up this spell adds 2d4 +2 to constitution Flame Weapon: damage scaled to 1 point of fire damage per 2 levels +1d4, up to 20 +1d4 at level 40; this spell can't be cast on players more than 6 levels below the caster's level, and disappears when the weapon is transferred; it still works normally on summons Fox's Cunning: at casterlevel 20 and up this spell adds 2d4 +2 to intelligence Ghoul Touch: duration doubles at lvl 21 to 2d6 +4 Melf's Acid Arrow: at casterlevel 21 and up, the initial damage increases to 9d6 and the damage each following round increases to 4d6 1st Level Spells: ------------------------- Horizikaul's Boom: at casterlevel 20 and up, damage is increased to 1d4 per 2 casterlevels, up to 20d4 at casterlevel 40 Ice Dagger: at casterlevel 20 and up, damage is 5d4 + (1d4/2 casterlevels), up to 25d4 at casterlevel 40 Mage Armor: at casterlevel 21 and up the ac bonuses are doubled to +2 of each type Negative Energy Ray: Damage progression resumes at lvl 21, doing 11d6 + 1d6 for every two levels after 21. Ray of Enfeeblement: now does constitution damage at high casterlvls, in addition to strength damage 21 = 1d6 +1 con dmg 24 = 1d6 +2 26 = 1d6 +3 28 = 1d6 + 4 30 = 1d6 + 5 cap This book lists the custom changes made to cleric spells in this module. The spells are listed by level. Unless otherwise noted, changes effect monsters as well as PCs. Epic Spells: ------------------ Greater Ruin: damage doubled to 70d6 Hellball: damage doubled to 20d6 of each type 9th Level Spells: ------------------------- Energy Drain: drains 3d4 at level 30 and 4d4 at level 40 Summon Creature 9: this now summons new, more powerful elementals, at the following caster levels: 35 - Radiance 30 - Vacuum 25 - Ooze 20 - Magma Undeath's Eternal Foe: added immunity to blindness/deafness, and changed AC bonus to +1 per 5 caster lvls, duration extended to 2 rounds per caster lvl 8th Level Spells: ------------------------- Earthquake: uncapped damage to 40d6 at 40 Firestorm: uncapped damage on both types, for 20d6 fire and divine at lvl 40 Summon Creature 8: this now summons new, more powerful elementals, at the following caster levels: 35 - Lightning 30 - Steam 25 - Ice 20 - Mineral Sunbeam: uncapped to 15d6 vs non-undead 7th Level Spells: ------------------------- Destruction: at casterlevel 20 and up, the damage from a failed save is d6*casterlevel Regenerate: Scaled up from 6 to +12: 20 - 7 24 - 8 28 - 9 32 - 10 36 - 11 40 - 12 Summon Creature 7: this now summons new, more powerful elementals, at the following caster levels: 35 - Ash 30 - Dust 25 - Smoke 20 - Salt Word of Faith: added sonic dmg, 1d6 sonic per caster lvl 6th Level Spells: ------------------------- Greater Sanctuary: has a timer added to prevent exploits, set to 2 1/2 minutes between casts. Undeath to Death: uncapped to 40d4 HD at lvl 40 5th Level Spells: ------------------------- Circle of Doom: uncapped to lvl 40, increased damage to 1d8+ (2 x caster lvl) Flamestrike: cap increased to 30d6 at 30 Healing Circle: at casterlevel 20 and up healing was increased to 1d8 + (Casterlevel x (Casterlevel/10)), to a maximum of 1d8 + 160 points at casterlevel 40 Monstrous Regeneration: regeneration increases to 4/round at casterlevel 15, 5/round at 20, and caps at 6/round at casterlevel 25 Slay Living: damage increased 10 3d6 + (2 x caster lvl) 4th Level Spells: ------------------------- Divine Power: increased hp bonus to 2x caster lvl, scaled up strength bonus: Lvl 20 str = 20 Lvl 25 str = 22 Lvl 30 str = 24 Lvl 35 str = 26 Lvl 40 str = 28 Freedom of Movement: added movement bonus - lvls 20 and below - 20% at level 21 and above add 3% per level to max 80% increase at lvl40. Greater Magic Weapon: raised bonus scale cap to max of +10, at 30; this spell can't be cast on players more than 6 levels below the caster's level, and disappears when the weapon is transferred; it still works normally on summons Hammer of the Gods: dmg uncapped to 40d8 at level 40 Poison: will scale up venom type by caster level (pending testing of poison effects) 3rd Level Spells: ------------------------- Bestow Curse: penalties scale up to -12 20 = -4 25 = -6 30 = -8 35 = -10 40 = -12 Darkfire: damage uncapped to 1d6 +1 per every 2 caster lvls, up to 20 +1d6 at level 40; this spell can't be cast on players more than 6 levels below the caster's level, and disappears when the weapon is transferred; it still works normally on summons Glyph of Warding:: damage uncapped to 1d8 per 2 caster lvls Magic Vestment: raised cap on bonus to max of +10 at 30; this spell can't be cast on players more than 6 levels below the caster's level, and disappears when the armor is transferred; it still works normally on summons Prayer: bonuses increase to +2 at level 21 Protection from Elements: progression changed to absorb 10 points of damage per caster level Searing Light: upcapped, making damage maximums: 40d6 vs undead 20d6 vs constructs 20d8 vs others 2nd Level Spells: ------------------------- Bull's Strength: at casterlevel 20 and up this spell adds 2d4 +2 to strength Eagle's Splendor: at casterlevel 20 and up this spell adds 2d4 +2 to charisma Endurance: at casterlevel 20 and up this spell adds 2d4 +2 to constitution Find Traps: This spell only works on traps of DC 30 or below. If the DC is over 30, the spell will reveal the traps to everyone in the caster's party. Fox's Cunning: at casterlevel 20 and up this spell adds 2d4 +2 to intelligence Negative Energy Ray: Damage progression resumes at lvl 21, doing 11d6 + 1d6 for every two levels after 21. 1st Level Spells: ------------------------- Doom: all penalties double at casterlevel 21 and up Entropic Shield: at casterlevel 21 and up this spell's miss % increases to 1% per casterlevel, capped at 40% at casterlevel 40 И еще много чего фикшено, завышено, занижено для разных класов. Кто хочет посмотреть на эту ссылку прыгайте http://highergroundpoa.proboards3.com/index.cgi?board=info |
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Lo-Fi Version | Time is now: 19 August 2025 - 03:54 |