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       #Post#: 254--------------------------------------------------
       Implosion Change
       By: Genesis Date: June 3, 2019, 11:23 am
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       * DM -> Death Magic
       Background
       Ten years ago we had a slew of problems with certain builds
       dominating the PvP scene. Typically it boiled down to 4 key
       builds - arcane caster PM, tank PM RDD, cleric RDD, and DC
       cleric. If you played one of these you were generally only
       beatable by someone of a precise counter-build being present and
       capable of killing you.
       What we did to address this was introduce a range of measures to
       try and allow other classes to thrive - sneaks, for example,
       were nigh unplayable. RDD had a heal debuff applied so that they
       could not eternally tank damage and just heal it; PMs had the
       heal debuff applied along the same lines; and all of these
       classes had certain key spells nixed - Greater Sanctuary, for
       example.
       One of these changes was to add Immunity to Death magic as a
       factor in Implosion. See 'Mechanics' below for a breakdown of
       how this decision came to be.
       Mechanics
       The SRD defines the spell as ->
  HTML http://www.d20srd.org/srd/spells/implosion.htm.
       
       The NWN definition is here ->
  HTML https://nwn.fandom.com/wiki/Implosion
       The maximum DC for Implosion is 10 (base) + 9 (spell level) +
       (up to) 6 (spell focii) + (up to) 17 (wisdom bonus at 44 WIS) =
       42. With the +3 modifier this would be 45. Typical Fortitude
       saves are in the low 40's.
       For comparison, The maximum for Wail of the Banshee would be
       sorceror cast and I believe this caps out at 40 or 41. I will do
       some testing to verify this number.
       There is no reference to a +3 modifier, nor can anyone explain
       why it exists other than a NWN developer put it in. There are no
       references to the 'why' in NWN documentation or source material.
       The spell is a small size AoE affecting everything 3.33m from
       the point of impact.
       The tactic for Implosion is to find as large a group as
       possible, chain cast then, and fish for 1 rolls. If targeting a
       group of 3, and usually getting at least 2 casts off before the
       targets can run out of cluster range, that gave a 30% chance of
       getting an instant kill.
       Under our crafting system, a cleric can get 14 level 9 spells.
       The nearest comparative spell is the arcane Wail of the Banshee.
       That has to overcome 2 gates - Fortitude Save and Immunity to
       Death Magic. Default Implosion has the Fortitude save only.
       It is also worth noting the default Implosion can instantly kill
       Undead and most of our endgame content as it presently stands.
       These creatures will need to be re-looked at and re-engineered
       as appropriate. This may not be a large task, when we look at
       it, but people should be aware it is not just a case of altering
       the spell script itself. This may take time and have
       ramifications for other spells in the Evocation line. I'm
       relatively sure we can just make them immune to Implosion, but
       NWN tends to be quirky about sometimes seemingly simple things.
       Might require a 2da poke... which is always fun :P
       Options
       The options, in varying combinations, boil down to:
       [list]
       [li]keep it as per the default;[/li]
       [li]add death magic immunity;[/li]
       [li]remove the +3 caster DC;[/li]
       [li]add death magic immunity and remove the +3 caster DC.[/li]
       [/list]
       Discussion
       These are the spell mechanics as they are. This vote is not
       about comparing to other spells or classes; it is about
       considering the spell on its merits as a spell in a level 30
       setting.
       As always, keep it polite and level headed. People will agree
       and disagree, but by the end of it we should have a community
       driven answer.
       Edit : Updated as per
  HTML https://sacredkingdoms.createaforum.com/polls/implosion-change/msg272/#msg272
       #Post#: 255--------------------------------------------------
       Re: Implosion Change
       By: Genesis Date: June 3, 2019, 11:24 am
       ---------------------------------------------------------
       My player vote be to have the default spell but remove the +3
       caster DC. It's not needed, it's not warranted, and there is no
       explanation for its existence.
       #Post#: 257--------------------------------------------------
       Re: Implosion Change
       By: Pheroth Date: June 3, 2019, 12:29 pm
       ---------------------------------------------------------
       Your post, is very much hyperbolic, and also, inaccurate Gen.
       You might want to clarify things much more in the future.
       First, to reach 14 Level 9 spells the cleric would need to
       sacrifice all survivability to do so. This is not something they
       are likely to do. Living, is what they'll want to do. So in
       reality, the cleric, may have maybe 3 level 9 spells, and that's
       if they go with a staff. Which, I've only seen one cleric do.
       Furthermore, your DC is again, assuming the cleric opts for no
       survivability, and I'm also pretty sure the calculation is off.
       Your DC calculation is based on if someone goes straight cleric
       and min maxes. Clerics unlike mages have more than one stat to
       worry about. They need to have Charisma, they need to have
       strength to even weild their full plate, 12 dex to get the +1 AC
       because they can't cast cat's grace, and unless they just want
       two skill points per level they need at least 12 Int. So, my
       full level 30 cleric with focuses in Evocation, only get's a DC
       of 41. Not 43. Not 46. 41. Wizards and other caster classes are
       easier to min max with.
       My cleric, has only 36 Wisdom, he isn't able to obtain 46, he
       would never be able to obtain 46 Wisdom. Most clerics won't,
       unless again, they sacrifice ALL SURVIVABILITY.
       Most clerics will start with 16 or 17 Wisdom due to the other
       stats needed, and even then, can get only a max of 18 Wisdom.
       They can then get an additional 7 from leveling, to make it 25,
       then another 5 if they just forgo all survivability and epic
       spells, and epic spell penetration to make it 30, and then with
       gear it tops out at 42. Not 46 as you claim.
       Additionally, you claim there's no mention of the +3 DC, however
       in your second link, it is indeed noted: "This spell's DC is
       increased by +3. Some players consider this a bug, but it seems
       clear from the spell script that it is an intentional change."
       An intention change by Bioware, and likely in regards to balance
       or to bring the DC more in line with other spells, and possibly
       as a gimme to clerics because....
       Implosion is one of only two damage spells they can somewhat
       rely on to do damage. Which means yes, a full level 30 cleric
       has only two spells they can cast to try to kill someone. Those
       being Implosion, which in most cases is fishing for ones, but
       hey, the +3 some times help for those who haven't gotten end
       game gear yet. And the other is Blade Barrier, which requires
       the target to stand in place to be most effective, and also that
       the target doesn't have improved evasion which makes it have no
       effect most of the time. Oh, and let's not forget, IMPLOSION IS
       THE ONLY LEVEL 9 SPELL WORTH TAKING NONE OF THE OTHERS ARE GOOD
       OR VIABLE ALTERNATIVES. Unlike Mages who have a cadre of level 9
       spells to take and use.
       As a full cleric, your survivability isn't even that great. In
       full legendary you top out at /63 AC/. Which makes you lunch for
       everyone. So by removing the three DC, you essentially transform
       clerics into a thirty second heal bot that will get stabbed in
       the face almost immediately and they won't be able to do
       anything about it especially with everyone spamming knockdown.
       Let's take a look at mages though. Mages have the following for
       their offense: Mordenkainens Disjunction, Fire Brand, IGMS,
       ILMS, Ice Storm, Damage Shields, Horrid Wilting, Time stop, all
       the Bigbies that everyone say need to be nerfed, Wail of the
       Banshee, Finger of Death, the new shape change, Greath
       Thunderclap.
       Also for defense Mages have: Epic Warding for Protection, Shadow
       Shield, Mind Blank, Lesser Mind Blank and Greater Spell Mantle.
       Mages are by and large the most complained about class, yet it
       is the one you never touch with the balancing stick despite the
       numerous calls to do so.
       TL;DR Keep Implosion as Default and try taking the balancing
       stick to the class that actually needs it, Wizards and Sorcs.
       #Post#: 258--------------------------------------------------
       Re: Implosion Change
       By: Xav Date: June 3, 2019, 12:50 pm
       ---------------------------------------------------------
       I am for a fort save only (death ward does nothing) as far as
       the save... I'm torn.  It's easy to get 40+ for save.  So you're
       trolling for 1's most of the time. So I would be for giving them
       a slight buff to the DC.  At the same time 40+ fort save will be
       for full geared chars, and anyone that doesn't have all the +10
       gems or legendary gear may find it quite oppressive.  So I'm
       going to vote no +3 to the DC. It's really just dependent on how
       much of an issue it causes.  If the +3 doesn't seem to make it
       overpowering then add it.  If we start imploding paladins with
       legendary gear then I'd look to see the +3 disappear.
       #Post#: 259--------------------------------------------------
       Re: Implosion Change
       By: Pheroth Date: June 3, 2019, 12:52 pm
       ---------------------------------------------------------
       You should vote for default then, because it doesn't kill people
       that often. And the people it does kill are those who opted for
       more spell slots as opposed to surviability. So trade offs.
       #Post#: 263--------------------------------------------------
       Re: Implosion Change
       By: iamthemadotaku Date: June 3, 2019, 1:10 pm
       ---------------------------------------------------------
       I will vote with pheroth.
       #Post#: 265--------------------------------------------------
       Re: Implosion Change
       By: ToraTora Date: June 3, 2019, 2:08 pm
       ---------------------------------------------------------
       It is a vortex of destruction, not a literal black hole.
       That being said, I'd say remove being blocked by Deathward but
       make it a 2 save spell like Weird.  Reflex to get the hell out
       of the way, then fort save or die.  Maybe damage on successful
       fort saves.
       #Post#: 267--------------------------------------------------
       Re: Implosion Change
       By: Genesis Date: June 3, 2019, 2:34 pm
       ---------------------------------------------------------
       An edit has been made to the original post to reflect that 44
       WIS is the maximum achievable with ESF Evocation, 46 without.
       A poll and debate around the Bigby suite is coming - I am
       wanting to address the changes we have now rather than future
       changes, at this time. Players have asked me about it, and it is
       a fair request and debate to have. Arcane spells were voted
       strongly for in the last vote, but lost out to rogue areas. As a
       means to address this, I'll do the rogue areas, get those right
       whilst we have the key discussions, and then do Arcane spells.
       #Post#: 269--------------------------------------------------
       Re: Implosion Change
       By: Pheroth Date: June 3, 2019, 4:00 pm
       ---------------------------------------------------------
       And how exactly do you get to 44 Wisdom because 46 wisdom is
       impossible with or without ESF Evocation. 46 is straight out
       impossible.  Would you like to go into detail? And what you are
       sacrificing to get to such? Like Armor skin, Epic Spells,
       survivability on the whole. You're again, taking a hyperbolic
       stance with this and noone in their right mind would sacrifice
       actually being able to live a bit longer just for one or two
       more DC.
       And again, there is balance in regards to mages and clerics.
       Clerics have two spells that are useful offensively at 30th
       level. Implosion is one of them. Both of the two spells,
       including implosion in them, require saves, and one can be
       outright negated by a feat. So neither is sure. Whereas Mages,
       which should be in this discussion have a whole arsenal of
       spells at their fingertips that can be unleashed on people.
       In order to get to 18 Wisdom at start you would need to
       sacrifice points you need elsewhere. In addition to that you are
       giving up Epic Spell Penetration, Armor Skin, at least two epic
       spells, and epic skill focus SpellCraft, which you need to at
       least get one of the two epic spells you are likely to take. And
       even then you are two wisdom shy of reaching 46 wisdom, so
       explain to me how you get to 46 wisdom, which is plainly not
       achievesable.
       #Post#: 270--------------------------------------------------
       Re: Implosion Change
       By: Umonk Date: June 3, 2019, 6:34 pm
       ---------------------------------------------------------
       The new shape change is a separate thing and honestly wasn't
       something that I cared to be in a wizard's arsenal but I don't
       know why pure wizard would benefit from this mechanically unless
       design mistakes were made.
       Most of the crying about wizards has been dumb and unwarranted.
       Someone's undergeared character getting whooped isn't a concern.
       I laughed when I saw Ice Storm.  Are mages just going to throw
       pebbles at full ab classes that can crit them 200+ to death or
       just instantly?
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