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1/25/2012 4:12:41 PM
bbloom
bbloom
Posts 1548
Charlie aka Xix has been working with me to do a comprehensive review of the changes to the warlock class for ROT. The following will be used as a guideline for what actually gets developed. The final changes will depend on our ability to modify core game content due to engine limitations and taking into effect balance issues we may encounter while testing.

Please visit the following link for up to date spell/invocation updates:

http://www.realmsoftrinity.com/customized-spells.aspx
edited by bbloom on 2/16/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/25/2012 4:16:09 PM
bbloom
bbloom
Posts 1548
Greater Invocations

Eldritch Cone DC Modified
833, nw_s0_ieldcone, 113234

Before:
30-ft cone; reflex save for half.

RoT Modified:
Increase range to at least 60 feet.


Bewitching Blast DC Modified
830, nw_s0_ibewiblst, 113231

Before:
Target takes eldritch blast damage and must succeed on a Will save or be confused* for 1 round

RoT Modified:
Target takes eldritch blast damage and must succeed on a Will save or be confused* for 2 rounds, +1 round/5 caster levels +3 rounds per Epic Relevel.


Hindering Blast DC Modified
1130, nx_s0_ihndblst, 196052

Before:
Target takes eldritch blast damage and must succeed on a Will save or become slowed.

RoT Modified:
Target takes eldritch blast damage and must succeed on a Will save or be slowed for 2 rounds, +1 round/5 caster levels + 1 round per Epic Relevel. Target speed is reduced by and additional 5% per Epic Relevel.


Noxious Blast DC Modified
834, nw_s0_inoxiblst, 113235

Before:
Target takes eldritch blast damage and must make a Fortitude save or be dazed for 10 rounds.

RoT Modified:
Target takes eldritch blast damage and must make a Fortitude save or be dazed for 10 rounds + 1 round for each Epic Relevel.


Vitriolic Blast
836, nw_s0_ivitrblst, 113237

Before:
Eldritch blast does acid damage that is not subject to spell resistance, plus 2d6 non-stackable (? check stackability, please) acid damage for 1 round/5 caster levels. (Note: unlike with Brimstone Blast, there appears to be no save vs. continuing damage with this invocation)

RoT Modified:
Continuing damage 2d6 acid damage, +1d6 per five levels over 11. You gain an additional 5 points of acid damage per Epic Relevel per round.



Tenacious Plague Kaedrin Modified
835, nw_s0_itenplage, 16793531

Before:
Complex, buggy, poorly-implemented system of swarms independently do 2d6 damage, and cannot hit ACs above 25.

RoT Modified:
A swarm affects a large area, doing 1/2 piercing damage and 1/2 magical damage. Because the swarm is a summoned group of (magical) creatures, spell resistance does not apply. The swarm does 1d6 points of damage per round per 3 caster levels, and lasts 2 rounds, +1 round / 5 caster levels. No saving throw applies. You gain 1d10 of magic damage for each Epic Relevel.


Wall of Perilous Flame Kaedrin Modified
837, nw_s0_iwallflam, 16793292

Before (latest Kaedrin's content):
A short wall deals half fire and half magical damage equal to 2d6 + Caster Level (max +20) damage, and double this to undead. Duration 1 round/caster level.

RoT Modified:
Removed damage cap. Damage equals the caster's level + CHA bonus +2d6. No saving throw applies. 1d10 of bonus damage per Epic Relevel.

Note from Xix: This spell is difficult to use in offensive manner, but well-suited to a party of adventurers planning a battle. As such, it should have a high minimum damage, to reward group-play. If a warlock uses it offensively, is likely to only affect foes for one round, since they will move to avoid continuing damage.


Chilling Tentacles DC Modified
831, nw_s0_ichiltent, 113232

Before: (latest Kaedrin's content) 1d4 attacks per target that enter large area. Attack roll of d20 + caster level + 4. Damage of 1d6+4 bludgeoning per hit. Grapple attempt on each hit (check that - I think it is once per round for targets in the area) at d20 + caster level + 8 vs the targets BAB + strength modifier + d20. Fortitude save, or take 2d6 cold damage.

Notes: Matt/Kaedrin clearly put a lot of effort into this spell, but it looks to me like when the spell is active, any time targets are in the area of effect, the spell is going to consume the same amount of CPU resources as it would for between 1 and 4 player characters. If all four tentacles hit, the server has to make a lot of calculations each round. Kaedrin's website has "grapple" in the description, but I think that's pen-and-paper term; it may not apply to NWN2; the game may just apply the paralyzed trait to that target for each round it is affected. I suggest re-writing the invocation so that it just does damage and has a chance to grapple, and not worry about all the calculations. If the warlock can only have one instance active, that seems fair.

RoT Modified:
Each round, field of tentacles does 1d6 + invoker's charisma bonus x 2 in bludgeoning damage to all targets within, plus 2d6 cold damage. Chance of target being grappled is a percentage equal to 5 + caster's level + charisma bonus. The grapple effect is re-rolled every round for affected targets. No spell resistance applies, since the invocation opens a small portal to a frigid Abyssal realm full of demonic tentacles. Duration is 1 round per invoker level. Cold damage increases to 2d6+3 per round; +5% to grapple chance success. Cold damage increases to 1d6+3 and +10% to grapple chance success for each Epic Relevel attained.

Hellrime Blast DC Modified
826, nw_s0_ihellblst, 113227

Before:
Blast deals cold damage and target must make Fortitude save or take -2 penalty to DEX for 10 rounds.

RoT Modified:
Blast deals cold damage and target must make Fortitude save or take -4 penalty to DEX 10 rounds, +1 round / 5 caster levels. For each Epic Relevel you gain an additional -2 to DEX and 1 round in spell duration



--------------------------
Phase 2 Work - The following won't be apart of initial roll out.
--------------------------


And finally, an invocations that is not in the game, but might be one day...

(If you want to use these, let me know, and I'll create spell icons for them. They need to be TGA files, right?)

Xix's Polyelemental Peril

Spell level: Innate level: 6, Warlock: Greater

Components: None

Range: Medium

Target/Area: Large

Duration: 3 rounds, +1 round/5 levels

Save: None

Spell resistance: None
This invocation causes 1d8 fire, electricity, cold, acid, and sonic damage to all foes in its area of effect at invoker levels 11-20 (averages to about 24 damage per round, if foes have no resistances -- but many foes have resistances at this level). At levels 21-30, it improves to 2d6. The invocation conjures these energies from the elemental planes and demi-planes, and as a result, spell resistance does not apply.

ER1: +1 to all damage types; +1 round duration

ER2: +2 to all damage types; +2 round duration

ER3: +3 to all damage types; +3 round duration

etc.

Note: In addition to creating a hazardous area for enemies, or creating a defended area for ranged party members to fight from, this invocation is a quick way for a warlock to determine the resistances or vulnerabilities of foes to various elemental types. The damage is not particularly high, but it gives the invoker and his party some idea of how to fight foes more effectively. Naturally, this invocation suggests the need for two others:


Xix's Polyenergetic Peril

Spell level: Innate level: 6, Warlock: Greater

Components: None

Range: Medium

Target/Area: Large

Duration: 3 rounds, +1 round/5 levels

Save: None

Spell resistance: None
This invocation causes 1d10 positive, negative, divine, and magic damage to all foes in its area of effect at invoker levels 11-20 (averages to about 24 damage per round, if foes have no resistances -- but some foes have resistances at this level). At levels 21-30, it improves to 2d8. The invocation conjures these energies from the positive, negative, and astral, planes and deities' demi-planes, and as a result, spell resistance does not apply.

ER1: +1 to all damage types; +1 round duration

ER2: +2 to all damage types; +2 round duration

ER3: +3 to all damage types; +3 round duration

etc.

Xix's Polyphysical Peril

Spell level: Innate level: 6, Warlock: Greater

Components: None

Range: Medium

Target/Area: Large

Duration: 3 rounds, +1 round/5 levels

Save: None

Spell resistance: None
This invocation causes a number of rapidly-moving weapons of force to manifest and attack -- a spear, scimitar, and hammer. The invocation does 2d6+1 piercing, slashing, and bludgeoning damage to all foes in its area of effect at invoker levels 11-20 (averages to about 21 damage per round, if foes have no resistances -- but some foes have resistances at this level). At levels 21-30, it improves to 2d8. The invocation conjures the weapons of force from the astral planes, and as a result, spell resistance does not apply.

ER1: +2 to all damage types; +1 round duration

ER2: +4 to all damage types; +2 round duration

ER3: +6 to all damage types; +3 round duration

etc.
edited by bbloom on 2/4/2012
edited by bbloom on 2/4/2012
edited by bbloom on 2/4/2012
edited by bbloom on 2/4/2012
edited by bbloom on 2/4/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/26/2012 6:07:43 AM
Syrophir
Syrophir
Posts 64
Nice!

"Dark Foresight(Premotion) (10 min/level, can be used on any one target at a time , +2 Dodge AC, +2 Reflex AC, +Immunity to Sneak Attacks)"

That is its current form in addition to DR.

Just saying that extra ac shouldn't be too bad considering you made spells like Barkskin and SoF give Up to 20 AC, not forgetting Divine Shield giving up to 20 Dodge Ac too.

--
"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
2/1/2012 9:04:15 PM
Bang Shishigami
Bang Shishigami
Posts 8
Idea for extra stuff you could increase the warlock's DR just a bit each epic relevel Big Grin


And I have some ideas for alternate invocations the list will grow ><

Devil's Hand
Acts exactly like bigsby's grasping hand and is a greater invocation
2/2/2012 3:03:04 AM
battlechaser
battlechaser
Posts 106
Instill vulnerability?
dragon wings: would be nice to fly over your enemies and rain death from above.

"Shakes fist at heavens": Damn you limited game engine !!!!!!!!
2/4/2012 8:08:42 AM
bbloom
bbloom
Posts 1548
Bang Shishigami wrote:
Idea for extra stuff you could increase the warlock's DR just a bit each epic relevel Big Grin


And I have some ideas for alternate invocations the list will grow ><

Devil's Hand
Acts exactly like bigsby's grasping hand and is a greater invocation





Actually, most Warlock invocations DC's have been modified for pre-ER, and for each ER. Thanks for the suggestion as well!

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

2/4/2012 11:06:56 AM
bbloom
bbloom
Posts 1548
Warlock changes have been completed. New invocations will be in phase 2.

I will be beta testing today and rollIng out to prod as an open beta once I have verified all changes are working and nothing is broken from my changes.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

2/4/2012 1:19:35 PM
bbloom
bbloom
Posts 1548
Warlock changes have been rolled out and will be tested by our beta testing crew over the next several days.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

2/5/2012 7:13:22 PM
Snook
Snook
Posts 25
Sorry if this should not be asked here but are there plans for tweaking of Hellfire Warlock class as well? I won't bother to list pro's and con's of the class or what I would like etc, was jsut curious since it is Warlock specific.

--
You roll the dice and take your chances
2/5/2012 7:24:33 PM
bbloom
bbloom
Posts 1548
Hellfire warlock takes full advantage of Warlock changes for DC and all eldrich invocations. So no further plans to work specifically on Hellfire.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

2/5/2012 10:29:40 PM
Bang Shishigami
Bang Shishigami
Posts 8
Hmm i would like to see an invocation specifically aimed at those pesky hellfire warlocks

something like able to vampirically restore their constitution because we all know what happens to hellfire warlocks when they don't watch their constitution..they go splat because of con drain
2/5/2012 11:14:34 PM
Snook
Snook
Posts 25
That is a concern of mine too, I'de like to know how ppl would feel if Hellfire Warlocks summons didn't go rogue either, possibly through a quest or something to show that they earned the right to have total controll over their summons just like other classes

--
You roll the dice and take your chances
2/5/2012 11:27:15 PM
Charlie
Charlie
Posts 33
Snook wrote:
That is a concern of mine too, I'de like to know how ppl would feel if Hellfire Warlocks summons didn't go rogue either, possibly through a quest or something to show that they earned the right to have total controll over their summons just like other classes


I think that it is delightful that the Hellfire Warlock must look with caution upon his summons, and be wary of them turning on him or his party.

Of course, I also think that the products of a Hellfire Warlock's summon ability probably needs to scale up in a manner similar to that of other RoT-summoned allies.

-- Charlie

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ROT DM in Training
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