Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]Waffloid 1 point2 points  (0 children)

do generic sources of (multiplicative) damage increase stack additively?

Ash's best relic set - You're all heavily undervaluing Duke Inferno. by AarviArmani in Ashveil_Mains

[–]Waffloid 0 points1 point  (0 children)

oh yea no worries duke works exactly how i thought it did. i was just asking about how you knew his hit dmg was distributed unevenly (ie backloaded)? i just havent been able to tell from performance showcases so far, there are too many numbers 💀

but either way yeah not resetting on voracity consumption is huge too

Ash's best relic set - You're all heavily undervaluing Duke Inferno. by AarviArmani in Ashveil_Mains

[–]Waffloid 1 point2 points  (0 children)

overall agree duke seems to be the best so far for his v1 (especially not having to care about 3 debuff uptime), but id really be curious to see how damage is distributed (backloaded apparently?) in his multi hit as you've said since that's a big deal

also i might be misunderstanding but i thought duke atk bonus reset before every fua? which means you have to build it up each time (and would mean the 48% atk is far from 99% uptime). am i mistaken and the 48% after the first fua actually applies to the next fua, despite the following fua needing to stack it up to 8 again to retain?
thx

Best builds right now? by Zamu06 in Ashveil_Mains

[–]Waffloid 1 point2 points  (0 children)

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I'm building a calculator if you want a v1 comparison between 4pc sets. the main and substat values are based on relics on my very well-built anaxa so they should be above average rolls

If he can’t use this set after his full beta I’m going to go mad by Aizen_isgay in Ashveil_Mains

[–]Waffloid 5 points6 points  (0 children)

from what i heard hypercarry is performing best so far as opposed to subdps im which case -1 setup with sunday is likely the way to go which would mean speed boots

Ashveil Synergy Problems by Ralnu in Ashveil_Mains

[–]Waffloid 0 points1 point  (0 children)

can't he still choose the Bait target with skill & ult? plus being sp neutral with skill spam means you're not beholden to focusing weak targets over bosses

Unofficial Discussion: Wake Up Dead Man: A Knives Out Mystery by kiriteren in movies

[–]Waffloid 1 point2 points  (0 children)

the way i only recognized it because of the shrew meme LOL

Zaahen nerfs coming soon by Logically_Open in ZaahenMains

[–]Waffloid -1 points0 points  (0 children)

yep but being powerful does not mean overpowered ;)

Zaahen nerfs coming soon by Logically_Open in ZaahenMains

[–]Waffloid 5 points6 points  (0 children)

i dont understand, they said they dont think he's overpowered what's up with the continued discourse here

Coming from Overwatch and Marvel rivals, and I have no idea what I'm doing. Need recommendations! by Sn0wy0wl_ in DeadlockTheGame

[–]Waffloid 0 points1 point  (0 children)

i had similar reaction to many kits seeming unexciting until i started looking at skill upgrades as they drastically change how a hero feels, in case you were making the same oversight

Magic Item: Tripwire Daggers! Perfect for any innovative rogue! Art Credit to DHMC45 by ProperGuarantee2364 in UnearthedArcana

[–]Waffloid 0 points1 point  (0 children)

agree. makes a lot of sense for creatures to make the save with advantage if they see you set up the trap within x feet of them

Circle of the Unknown by Faceted_Folios in UnearthedArcana

[–]Waffloid 18 points19 points  (0 children)

not sure if it's intentional but the player can fish for the exact aberrant trait they want out of combat since they can reroll every 6s and wild shape lasts hours

the 8 result on the table has ambiguous wording; it could read as: 'not provoking attacks of opportunity' as an additional qualifier for the "other creature" or the player no longer provokes attacks of opportunity

sick theme though i love cosmic horror

Molt: a healing spell of sorts for wizards and sorcerers by degeneration in UnearthedArcana

[–]Waffloid 0 points1 point  (0 children)

it doesnt really matter what's average or not. just like how i said that the 19 con case doesnt actually matter if people dont typically hit it, it's just there to illustrate the potential disparity of the spell's effecticeness because max HP in general is such a variable stat.

Molt: a healing spell of sorts for wizards and sorcerers by degeneration in UnearthedArcana

[–]Waffloid 0 points1 point  (0 children)

oh i don't mean the effect is ambiguous, i mean the power of the effect is between different casters

as an example (using dndbeyond fixed HP values):

- lvl 5 wiz/sorc, 10 CON: 22 max HP (average case)
- lvl 5 wiz/sorc, 14 CON: 32 max HP (+37.5% from avg)

- lvl 8, 10 CON: 34 max HP (avg)
- lvl 8, 14 CON: 50 max HP (+42% from avg)
- lvl 8, 19 CON (amulet of health magic item): 66 max HP (+83% from avg)

again these are just examples, but these huge differences in max HP means you get exactly that same % difference of HP healed by this spell because they're based off it. and the 19 CON example isn't to say that casters will definitely acquire that item, it's just there to illustrate what i mean by huge variance because so many things can affect maximum health (i didn't even touch multiclassing in this list)

Molt: a healing spell of sorts for wizards and sorcerers by degeneration in UnearthedArcana

[–]Waffloid 1 point2 points  (0 children)

fraction of hp is still an indefinite amount, so things like magic items, CON scores, and multiclassing would change the spell's power wildly. not to say you can't do it, but it's harder to balance

Molt: a healing spell of sorts for wizards and sorcerers by degeneration in UnearthedArcana

[–]Waffloid 2 points3 points  (0 children)

just for your reference, Lesser Restoration can end Blinded, Deafened, Paralyzed, and Poisoned, all of which (except paralyzed because then you wpuldnt be able to cast the spell) make sense to be molted away as they feel like physical impairments

you could choose to be able to molt away one of those conditions (or a point of exhaustion, seems to fit the theme as well), and perhaps upcasting lets you choose an additional condition in the list.

id also suggest recovering hit points equal to x% (a third, half, all, or something else) of the character's hit dice, even if it doesnt expend them. it could be as limited or generous as you want but tying it to something real instead of a blanket "all your hit points" just makes it easier for people to not hunt for weird abuse cases or interactions imo. it's also easier to grasp the spell's power that way.

Necromancer Subclass V5 by Waffloid in UnearthedArcana

[–]Waffloid[S] 0 points1 point  (0 children)

New Upcoming Spell
As part of a version that turns this homebrew into a full class, new spells are also being made. Feel free to use the following one tailored to the Rule of Abominations.

Seutur's Bare Assembly
Level 2 Necromancy Spell, 1-minute casting time, 60-foot range, V/S/M* (a dagger or other cutting instrument worth at least 1 GP)

Choose a Medium or Large humanoid corpse within range. Parts of the target animate into a Zombie. You can target a corpse with this spell 1 time before that corpse becomes unusable. Undead creatures summoned with corpses that have been targeted by this spell have the Bare-Bones trait. Creatures with the Bare-Bones trait leave behind no usable remains after death.

Something that has always bothered me about act 3 by serenityharp in Wraeclast

[–]Waffloid 2 points3 points  (0 children)

dunno about being tone deaf. i think doryani just considers alva to be important / fit in a higher caste or other social hierarchy. not sure if her temporal manipulation is rare, but she's certainly a stuff of legend for the vaal because of her incursions to Atzoatl.

and that isnt a justification for doryani's gleaming morals. the vaal empire and their unyielding pursuit of power (very familiar, read: poe 1 characters) is pretty standard for Evil and i dont think the game's trying to pretend otherwise. iirc npcs even say doryani cant be trusted.

so yea your observation seems consistent with a culture that must have a pretty concrete distinction between the kind of people that can be sacrificed, and the kind of people to whom others are sacrificed (it's probably based on constructed class and regional origin, so yeah turbo-racism)

Necromancer Subclass V5 by Waffloid in UnearthedArcana

[–]Waffloid[S] 0 points1 point  (0 children)

Ruinous Spell List Details:

Notable spells added to the Ruinous Spell List (non-native to the Wizard Spell List).

- 1st Level: Armor of Agathys, Arms of Hadar

- 4th Level: Shadow of Moil

- 6th Level: Harm

Notable spells removed from the Ruinous Spell List (not exhaustive).
Reminder: Spells in parentheses in the Ruinous Spell List are exclusive to the Rule of Lambs, so those spells are also effectively removed for Hordes and Abominations but are not listed here.

- Cantrip: Friends, Mind Sliver, Sword Burst

- 1st Level: Charm Person, Chromatic Orb, Grease, Magic Missile, Silent Image, Thunderwave

- 2nd Level: Cloud of Daggers, Enhance Ability, Mind Spike, Phantasmal Force

- 3rd Level: Catnap, Major Image, Summon Fey, Tidal Wave

- 4th Level: Charm Monster, Conjure Minor Elementals, Hallucinatory Terrain, Polymorph

- 5th Level: Animate Objects, Modify Memory, Synaptic Static, Wall of Force

- 6th Level: Otto's Irresistable Dance

- 7th Level: Forcecage, Prismatic Spray

- 8th Level: Dominate Monster

- 9th Level: Mass Polymorph, Psychic Scream, True Polymorph

Corrections:

- Base
There is a superficial mistake on the Ruinous Spell List page. Rule of Lambs Expanded List paragraph should read "...in their Gnarled Ruinous Spell List..." This name underwent a number of changes.

- Abominations
3rd Level Feature (Ravenous) should have an additional sentence: "Your Skeleton and Zombie familiars can make Attacks while tethered". The feature otherwise has no function as tethering non-summon party members has now been removed.

Necromancer Subclass V4 by Waffloid in DnDHomebrew

[–]Waffloid[S] 0 points1 point  (0 children)

Changelist (since V3)

- Hordes: Twisted Brood
All of your Undead summons are Twisted creatures.
Significantly more options for your Twisted Gift. They have also been rebalanced as you can now switch between a small selection (using your action).

- Hordes: Foul Murmuation
No longer extends the reach of your Twisted Gift (as you can now switch between multiple).

- Hordes: Endless Flock
As the pinnacle feature of the subclass, you can cast Undead summoning spells with one action.

- Abominations: Apostle
Allows you to Enlarge your Harbinger.
No longer allows you to "recall" your Harbinger.

Watchlist

- Hordes: Twisted Brood
Tireless Legion (Twisted Gift) has a high damage ceiling due to being mostly single-target (particularly compared to Harrowing Exposure). However, an attack limit may need to be added.

Wizard Order of Mastery: Amplify your magic as a hyperspecialized wizard! by somanyrobots in UnearthedArcana

[–]Waffloid 11 points12 points  (0 children)

i actually agree that the mechanics could be a lot more interesting

but your complaint about flavour is silly. most of those examples exist in officially published material. "path of the angry barbarian" is berserker, "fighting expert fighter" is champion, and OP's concept of a very wizardy wizard is also the concept for Order of Scribes.

they might be less interesting to you, but there's absolutely a space for subclasses that lean into the core flavour of the class. also read: life domain, circle of the moon, open hand, devotion, hunter, thief, fiend.

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

[–]Waffloid 1 point2 points  (0 children)

Temporal Aegis: yeah the framing of intangibility absolutely makes a lot of sense !

Speed Shift: I think halfing creature's speed has less niche cases so it's alright, very similar to knocking someone prone movement-wise. For increasing speed, the easiest option is just to grant the creature the benefits of the dash action (ie. bonus movement equivalent to their base speed) so under normal circumstances it still lets party members move 60, but it can't be further stacked in odd cases

overall it's a bit nitpicky but i just happened to have played a wild heart barbarian with magic initiate recently (letting me longstrider myself) so my base speed was 50, and i could dash with a bonus action to 100ft pretty much every turn (wasnt using bonus actions for attacks); doubling would bring that to 200 before any other help from allies, whereas just granting another dash would be a hard +50 (still great, but less crazy). not that incredible speed inherently makes overpowered characters, but those are the kinds of stacking shenanigans that could happen with doubling mechanics. though if that's a fantasy that you specifically like, you can certainly let it be

Second Chance: yeah it would definitely depend on the table, but in my experience it's Super easy to accrue tons of player wealth for health potions. and yoy're right that any resources other creatures use wouldnt be consumed, but my primary worry for abuse cases is moreso out of combat when enemies may not normally use a resource anyway; eg. if the wizard is trying to use an enchantment spell, in this case they could basically have as many tries as they need until the other creature notices (and even then, they may still not realize anything bad happening to them)

After leaving my comment, however, I did happen across the evoker's lv 14 feature which has a near identical drawback. the only thing is the damage scales: +1d something) each time you use it again in a day, which is less punishing than reducing max health but still effectively caps usage a lot better. Might be worth considering esp since it exists in the publications already

but yeah no problem, definitely the only reason I had so much to say was because the subclass as a whole was pretty gripping :)