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Posted: Tue Dec 26, 2006 8:57 am
by Jedi_Sauraus
Hmm their was a thread floating around describing how a barbarian can get over 120% damage resistance as well as some respectable magic and elemental resistance to the point of near immunity.
does anyone know if a bounty hunters maze traps go through magic resistance and possibly enrage ??
if we set the condition that a thief doesn't use mage scrolls or staff of cheese since those are "mage" items I'd put money on the barbarian. but then thats not really fair since UAI is part of his abilities. that one HLA can really throw a wrench into all of my calculations because their are so many possibilities. espescially once you factor in scrolls.
another question to those expierienced in thieves, do vecna and amulet of power speed up casting from scrolls ?? or is casting from a scroll hardcoded to a full round ?? or does it cast exactly as a mage would
@ Crenshinibon; your good with wild mages ?? I'm thinking of making one and possibly solo'ing. I'm mayby 20% sure I'm ready for solo
what are the wild surges like ?? I know what they do on paper but I've got no expierience with them. also why is that class regarded as more powerfull then even a sorceror ??
Posted: Tue Dec 26, 2006 11:24 am
by Crenshinibon
I'm not sure if enrage protects against the level 21 traps. It does say that it protects against Maze but not Imprisonment. I'm not sure how to test that one. I'm pretty sure that the Robe of Vecna affects the casting speed. I'll test it out sometime.
For the Barbarian, where did the elemental resistance come from? The barbarian gains resistance against slashing, piercing and crushing only. The only way I know how to get over 100% resistance is through two times, that's about it.
Aside from the bugs and cheeses associated with the Wild Mage, it has the ability to memorize all mage spells and potentially cast all of them. The Wild Surges are also it's greatest advantage and disadvantage. Sometimes if you're trying to Haste yourself, a Fireball will explode and turn everyone hostile. Sometimes you get a double effect from spells. So, instead of summoning one Planetar, you get two. Some are there just for fun, like sex change and the color changes.
If this will be your first solo, I'd recommend choosing something else. This class is very chaotic and you should know the possible surge effects inside and out, so you can take proper precautions. As you know in my no reloads game with my Wild Mage, I've gotten to kill at least two dragons... trust me... no reloads and wild mage... not fun. Yes, she's still alive.
Posted: Tue Dec 26, 2006 11:52 pm
by Jedi_Sauraus
Here is the thread the only mod the're using is ascension, I believe, to get the extra 25% dmg resist. but since it's over 100 anyway even without the mod the resists are sick
took me a while to dig this out but if this thread is to be believed the barbarian can make a pretty nasty tank
http://www.gamebanshee.com/forums/baldu ... =Barbarian
a properly built barbarian still has a good chance against a thief, depending on how scrolls work for a non mage, and if vecna affects scroll casting.
edit: disregard the last few sentences in his post as he's using item mods. however his first and second breakdown refer to SoA and ToB respectively with no mods the stats are still pretty obscene.
Posted: Wed Dec 27, 2006 12:34 am
by Crenshinibon
I'm still sure that a barbarian's resistances can't reach 100%, much less 60%.
Just tested it. The resistances are capped at 20% for the barb.
With Hardiness, the barbarian reaches 60%.
I tested the casting but couldn't figure out if there was a difference or not between a thief wearing robe or not.
Despite that, in Pellinore's Scenario, where the thief has enough time to lay his traps, I think four spike traps would kill if not severely hurt the Barbarian.
Posted: Thu Dec 28, 2006 1:32 am
by Jedi_Sauraus
add another 20 from DoE your now at 80, and from evil hell trials you get some more.
even if it's only 80% your traps would have to do a total of about 1500 damge to do 300 to the barbarian to kill him outright.... not likely. furthermore if rage protecs against the bounty hunters special maze (it does against the regular one), then you won't have the luxury of a few (dozen) rounds to trap the area.
The thief could probably win by casting imprison, though if vecna does'nt affect scrolls the barbarian might be able to kill him with a GWW when your thief is a sitting duck casting the spell.
vecna usually makes a noticible diffrence, so that means that vecna does'nt affect scroll casting. to test it further try casting a spell with a casting time of 3 or 4, if it's instant then vecna does indeed affect casting time. I'll do it myself and edit this post my party is in the underdark near the scroll merchant.
OK test #1 Edwin with Vecna and Imoen without anything, start casting teleport field at the same time from a scroll. both finish at the same time, but it did not take a full round, it took about 3 seconds or 4/10 of a round as per the description.
Conclusion: casting from scrolls is not affected by equipment, and takes as long to cast as in the spell description. ie Time Stop and Imprison would have a casting time of 9.
Test #2 Edwin starts casting limited wish casting time of 9, mazzy attacks and kills him before he could finish, but he did not get distrupted.
Conclusion: casting from scrolls is uninteruptable.
in this case a thief would seem to have the advantage since he could first cast protection from magic weapons then imprison, but since their casting times are so long a barbarian would have all the time in the world to drink an invisibility potion.
the results of these tests reaffirm my belief that a barbarian would win regardless; attepmting anything offensive disables invisibility and as soon as I see a long spell coming I chug an invisibility potion, or if you don't have protections setup beforehand I simply run up and kill you. the barbarians sheer resistance to all forms of physical damage, his speed, hp's and immunity to backstab will make it nearly impossible for a thief.
The only outcome I can see is the thief using staff of cheese to attack from invisibility, but with use of pause the barbarian ought to be able to get at least one hit before the thief goes invisible again.
Jedi
Posted: Thu Dec 28, 2006 1:39 am
by Crenshinibon
DoE?
I'm staying away from the trials and what not as we're testing the class versus class, unaltered.
Posted: Thu Dec 28, 2006 2:35 am
by Jedi_Sauraus
Defender of Easthaven a crappy flail from Joluv in copper corronet +1 AC + 20% damage resist. offhanded of course
Posted: Wed Jan 03, 2007 10:45 am
by Buster
@ Crenshinibon On my game with an older patch hardiness stacks, so a barb with 20% + 2 hardiness = 100%.
Also when you create a beserker at the beginning of a new game the description of the beserk includes protection from imprisonment and the barbs i've played have yet to be imprisoned while enraged - mazed once - when the rage wore off.
Hope this helps
Thanks
Posted: Wed Jan 03, 2007 6:29 pm
by Jedi_Sauraus
I'm not sure if the barbarian's rage protects against Imprisonment, but even if it doesn't the thief would need 6 seconds to cast it a barbarian could just do a GWW and thats the end of the thief.
I suggest we stay away from bugs like hardiness stacking with it's self but even here with a 80% DR (20 natural, 40 Hardiness, and 20 DoE) the barbarian should come out on top
Posted: Wed Jan 03, 2007 7:35 pm
by Crenshinibon
Well, the Thief can dish out some massive damage whether through backstab, Assassinate or Spike Trap. Even with 80% resistance, the Barbarian would end quickly.
Posted: Wed Jan 03, 2007 8:41 pm
by Jedi_Sauraus
Again I must point out that the barbarian is immune to any kind of backstab and you only have 1 assasinate HLA. now I'm going to assume the worst case scenario for a barbarian that assasinate somehow overrides the backstab immunity;
1) it lasts only for 1 round. when I see the thief activate assasination, I just have to run for 5-6 seconds.
2) remember you only have 1 assasination IIRC. unless your a fighter/thief but were not argueing those.
Secondly in a ring type environment how are you going to lay down 5 traps ??
even if you do how much damage will they do ?? as I previously posted you'd have to do 1500 dmg to kill a barbarian outright. (1500 -80% = 300hp) traps do 6 d20 each so per trap your doing 60 dmg - 80% for a total of 12 dmg per trap. give or take maybe 5 depending on your luck with the 6d20 roll.
12 per trap even if all 5 hit thats less than 1/3rd of a good barbarians health.
once you use up your trapping advantage there are only 2 thing you can do: go toe to toe with the Barbarian (good luck), or attempt to cast spells via scrolls. now casting from scrolls is not affected by vecna or AoP, so if you start casting anyhing that could potentially hurt a Barbarian (Time stop, Imprison, other deadly mage spells) your a sitting duck for 1 round which is all the time a Barbarian needs to kill you outright using GWW.
Posted: Wed Jan 03, 2007 10:35 pm
by Crenshinibon
You're getting your topics confused.
We're using Pellinore's setting in this one and the Arena in the Monk vs. Mage thread.
This is done to let the thief use his abilities properly. Five spike traps could be easily set all over the stage without the Barbarian seeing the thief.
One would be enough to start it off in the case of a Bounty Hunter. Let's say that in the time it takes you to get to me I can perform one action. So let's say I cast simulacarum then send each one a different way. The sim is free to do anything I can. So assuming you see us, you can either kill the sim and lose track of me or chase me. Let's say you chase me as I'm more dangerous. Before I leave I'd have the sim cast Wizard Eye, which would complete while I'm running. Even though you are naturally faster, I get a head start, but eventually you'll catch up unless I use Greater Evasion as a speed boost. GE lasts for five rounds. I'll assume that it takes you about two to gain enough distance to make me scared and use it. What will I do? Lead you to my trap field. Now, if you follow, let us assume you're screwed. If you don't then we're at a standstill. To keep the duel going I'll assume you follow me. A few Scenarios:
A.) You are not in Rage and my special trap Imprisons you while you get damaged and the time stops. I am free to lay more traps, summon more things, change the active scrolls and what not. Upon return you're greeted with the same set of traps. The duration depends on your intelligence so as a Barbarian I'll guess you have 3... unless you sat there rerolling for better stats. That's 2d4 turns. If you're quick enough (I don't think it's possible though) you can cast Rage and escape Imprisonment, the Time Trap still activates, allowing me to cast more spells or mash you as I please.
B.) You are in Rage and the Maze fails. My other four traps trigger, dealing damage and stopping time. The rest is a matter of running and setting up more traps by keeping out of your sight.
Posted: Thu Jan 04, 2007 1:25 am
by Jedi_Sauraus
hmm yeah Pellinor's setting makes it alot more difficult. let's see now yeah if you trap the area before hand the Barbarian is at a disadvantage. however if we both start out within each others field of vision the Barbarian is faster meaning he can keep you in his field of vision.
a few issues for you to deal with:
1) Similarcum has a cast time of 9 the barbarian will rape you in that time. your not really assuming that it will take a barbarian 6 seconds to cross the screen ??
2) maze is stopped cold by magic resistance this is a bit of a strech but there is a potion that grants 50% MR for a couple of turns + Gaxx, Seldarine, Human flesh ect weapons
3)A barbarian also has a mini me due to vhalors helm a good decoy for setting of traps (and still pack's heat you can't hope to tank him)
4) your traps are still doing 12 dmg (calculations from previous post)
5) your time traps are nice but how much melee damage are you going to do with no backstab and -80%
however if we both enter an area and play a cat and mouse "hunt" then the thief will inevitibly win due to use of similarcum/mage spells + hide in the shadows and cloak of non detection, and I'm guessing infinite time/ spike traps due to simmies ?? they kind of are overpowered
damn those mage spells
their making this arguement difficult.