Psyentific

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About Psyentific

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    Jedi Initiate
  1. I guess this explains why nobody's tweaked the combat feats and the Dueling/TWF disparity. Welp :v
  2. Look at the baseline feats for special attacks: Critical Strike doubles critical threat range but lowers Defense by 5 Flurry gives you another attack at the cost of -4 Defense and Attack Power Attack gives you +5 damage at -3 to hit. These all seem fairly shitty, but also in-line with each other. Critical might be a bit harsh, especially considering that early-game you're not going to see high threat ranges like mid/lategame, but it's a stepping stone feat anyway. Now look at the Master-level feats for special attacks: Master Critical Strike quadruples your threat range, but lowers Defense by 5 Master Flurry gives you an extra attack at -1 Def/Atk, practically free Master Power Attack gives you +10 Damage at -3 to hit Among these, Flurry/Rapid Shot is easily the most powerful, equating to a full-damage extra attack for a negligable penalty - that's another d12+str, at least. Behind it is Power Attack, whose +10 dmg is comparable to the average d12+str, before bonus damage mods. Critical Strike is terrible; Even on a Crit-focused build where you'd crit on 11-20, that's still not enough to offset the massive -5 penalty to defense, especially in comparison to Power Attack's consistent -3 and Flurry's step from -4 to -1. My question is this - What file do I mod to change Improved Critical Strike and Master Critical Strike's defense penalty?
  3. Psyentific

    Bane

    This is a big mod
  4. Making combat more lethal is generally a good thing. It seems to me that, with weapon damages boosted, stacking AC to not get hit is a lot more important. Might be a stealth-nerf to everything that isn't a dexbuild