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#1
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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#2
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Forum Member Posts: 606 Joined: 20-November 09 ![]() |
I wonder how he fares late game when warriors have lots of critical strike HLAs (main weakness in v5 IMO), though that hard hit looks pretty nasty. Inherent 12 AC vs 9-14 AC from armor end game (Red Coral Armor/great wyrm armor) are comparable, so weakness from not having armor is just elemental/magic damage resistance.
I can't decide if chainbreaker is supposed to be an "aww crap, the boss targeted him" ability (resistance + regen) or just for burst damage, though the latter seems a bit weak since you're probably close to 25 str with items around the time you get the ability. Maybe its both. Looks interesting - guess i'll have to try one to find out. What type of damage is the "hard hit?" It would be great if it changed depending on your weapon type. Has the casting time of risk decrement changed in v6? Not related to this thread, but have the auramaster or vagrant kits changed at all? |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
What type of damage is the "hard hit?" Crushing. QUOTE Has the casting time of risk decrement changed in v6? Its casting time is zero in IA v6. The casting time was 1 in one of the previous versions of the mod and there was a bad risk for it to be interrupted by the enemies. However, this is a relatively old change in the kit. I don't remember when exactly we changed it from 1 to zero. IA v5 was released more than 2 years and 3 months ago and we have been working on v6 since that time. To be honest, I don't even correctly remember whether changing the casting time from 1 to zero had been done in v5 or is done in v6. What Was its casting time in v5? Was your question about the same point I mentioned above (i.e. about the enemies' chance to interrupt the Riskbreaker while casting Risk Decrement)?QUOTE Not related to this thread, but have the auramaster or vagrant kits changed at all? Auramaster's "Aura of invulnerablity" has been nerfed; but other than that, no, the kit has remained intact. However, druids in general have access to new spells and HLAs and the Auramaster is no exception. As for the Vagrant kit, the only change is that they can now proceed to grandmastery in using axes (all other weapon types are still capped at proficient level --2 stars-- as they used to be). -------------------- Improved Anvil
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