kc2345 wrote:No strong opinion either way, as long as any implemented change is fully tested to work as intended.
I do have concerns over the game engine not stacking elemental damage of the same type however. A weapon user could theoretically have every single damage type on his weapon as-is, leaving no room to stack any more. This is not an issue with the current unresistable damage to character, which stacks.
One theoretical example:
Acid - Acid runeword on Kukri
Fire - Flame weapon
Cold - ER3 cold iron
Sonic - Sonic Weapon
Elec - Forged/innate/Storm avatar
Slashing - Enhancement Bonus
Piercing - Forged/innate
Bludgeoning - ER3 adamantite
Positive - ER3 Mithril
Negative - ER3 darksteel
Divine - Forged/innate
Magic - Forged/innate
How would a set bonus damage to weapon work for this guy? Even at bare minimum, a weapon user is looking at 4 forged + 1 base weapon + 4 ER3 = 9/12 damage types - 10/12 damage types for archers due to ammo. Unless the added set damage type does not overlap with the existing damage types, these characters get doubly weakened, both by having previously unresistable damage becoming resistable, and by losing damage due to an overlap.
Also, do consider TWF offhands and players stacking 2 or more sets to get damage bonuses from both sets.
What about the energy weapon/blessing of the righteous spells, and elemental essence/toxic gift feats? These also add unresistable damage to character, albeit a low 1d6/2d8.
As a 3rd alternative, would simply folding the multiple damage types of sets into a single damage type improve the lag situation? e.g. Instead of 2d12 x 4, a set gave a straight 8d12 to a single damage type. With unresistable damage, this won't affect the status quo for game balance at all.
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