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  • Craftable SR

    Hello all,

    I've been thinking for a while that the Spell-Resistance enchantment is entirely useless as it stands, but an attempt to make it actually useful at the levels people would want or afford it would make it prohibitively overpowered. While I am aware GBX is currently working on a new crafting system, I hope that my suggestion below will be considered as an alternative and possible be implimented.

    As it stands, the current spell resistance enchantment is SR 16, permanently on an item, giving a rough success chance of 75% against a level 1 caster, 50% against a level 6, and 0% resistance chance against anyone above level 15. For 5000 GP, a beljuril, a brilliant power essence, and 25 fatigue, this seems a bit on the more useless spectrum for your stags, particularly among anyone in the top quarter of the leveling spectrum who obtain such essences. The method to make it more useful, increasing the SR, would make it significantly powerful at low levels: Not a better solution.

    A reaonable alternative, perhaps, may lie with the properties of Skin-Of-The-Steel-Dragon. At level 20, the spell offers SR 30, but for 6 rounds. It is my belief that this may offer a more reaonable compromise between making the enchantment useful without becoming overly powerful constant-effect items. A uses-per-day enchantment of significant SR for a brief time would enable the bearer to activate resistance in a tactical manner, making them vulnerable to suprise attacks or attrition in combat, while allowing a wise weilder to gain a brief respite to close before heavyer spells can be thrown.

    A suggestion for possibility,
    Comments or concerns please,
    Kit.

    Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
    Also part of Frazer Fabrications are:
    Frazer Armories - focused on resale of prefabricated arms and armorments;
    Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
    Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering


    James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
    AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
    Theme: Stil Alive

    Grid vs. Squeegle, not Good vs. Evil

    Distances and travel-times for the Sunderian Peninsula:Free Version 1.0

    Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
    To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
    crafting tutorial.

    Unfortunate truths:
    Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
    Reality: [DM > Faction Store > Drop > Regular Store> Crafting]

  • #2
    Charge per use/ use once is probably a slightly better idea than a fixed SR amount anyway - Fixed SR items are, surprise surprise, bugged.
    It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
    Sydney Smith.

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    • #3
      Or a scaling SR.. based on character level.

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      • #4
        5+ level isn't too crazy. it makes it harder for casters below your level, but is much less effective vs casters same or above.

        Comment


        • #5
          Also SR on items only works once per equipping. So if it's on your armor the SR only works against the first spell tossed then quits working till said Item is taken off and re-equipped. So SR on items really is bad and not worth much.

          That said I think SR should be kept out of most players reach and only used by those who can cast it in limited amounts. If we all walked around with SR a lot of areas on the server just wouldn't be scary or need more then a fighter to run. SR is kind of a big deal... that just how I see it.
          Bram Drismon: Sundrens Centurio

          https://www.youtube.com/watch?v=Gz2GVlQkn4Q
          https://www.youtube.com/watch?v=Ndpryp2OlUQ
          https://www.youtube.com/watch?v=P1QUZzeZoPQ

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          • #6
            My thoughts are that SR 30, for a total maximum of 18 rounds per rest (3 uses/day, totalling less than 2 minutes), would be fairly balanced regardless of level. It offers enough protection that higher levels have a reasonable chance of avoidance, while being short enough per use that it is not more than a temporary and quickly lost respite. I am of the mentality that a permanent enchantment would be better suited than a charged-use, as once enchanted, it would offer reliable protection forever (much like any other enchantment), while severely limiting the ability to spam money into a constant effect.

            Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
            Also part of Frazer Fabrications are:
            Frazer Armories - focused on resale of prefabricated arms and armorments;
            Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
            Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering


            James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
            AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
            Theme: Stil Alive

            Grid vs. Squeegle, not Good vs. Evil

            Distances and travel-times for the Sunderian Peninsula:Free Version 1.0

            Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
            To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
            crafting tutorial.

            Unfortunate truths:
            Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
            Reality: [DM > Faction Store > Drop > Regular Store> Crafting]

            Comment


            • #7
              Originally posted by Doubtful View Post
              Charge per use/ use once is probably a slightly better idea than a fixed SR amount anyway - Fixed SR items are, surprise surprise, bugged.
              In a (barely) related matter: Whats with this bizarre trend recently for taking use/day items and making them use charges instead. Gold sink? Whilst that's nice in theory, charges are what distinguish Rings/Hats/Boots etc from Wands/Potions. When you want short term large bursts of power you buy expendables, when you need something that will last you buy rings etc..

              If you could use a certain spell (with a small gp cost) to recharge these items it wouldn't be so lame, but as it stands they're just glorified Wands

              Can't we find better things to act as money sinks e.g. buying property, minions (lowish-level NPCs that will follow you for a day or so), horses etc etc

              EDIT: lol, this is really off topic.. For the record I agree about item SR needing a facelift. Use/day seems reasonable to me. Permanent 5+level seems ok too, but would that even be possible? Wouldn't it just work the same way as the current bugged item SR
              UTC+8
              Yes, I realise my RP writing sucks. Just be thankful I keep it short

              Characters
              Thalanis Moonshadow

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              • #8
                There is a feat, but I think 5+level is something that should be used very sparingly.

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