Techsmith Smoke Powder Bombs
Posted: Mon Jun 08, 2020 3:25 am
There are two points of contention I have on Smoke Powder Bombs made by TechSmith; the most glaring of these being that it creates a single-use item that casts delayed blast fireball.
This means that the smokepowder bombs are subject to spell resistance with the caster level of the bombs capped at 20 at TS 9. So any upper-end enemy on the server with spell resistance proportional to their level, or anything/one that can cast spell resistance can effectively become immune to the damage (As well as spell mantle negating the spell). In addition; Delayed Blast Fireball in and of itself is a very buggy spell, that will often not trigger as intended and fizzle out having done nothing unless you just use it as a fireball.
This in effect makes them comparable to something between improved-greater alchemists fire, which doesn't have to deal with bypassing spell resistance, part of its damage ignores evasion (and can critically hit) and the perfected version is cheaper to produce while being better for alpha target damage while still dealing respectable splash damage.
For Reference:
Alchemists Fire:
Normal: 6d4 direct, 3d4 splash
Improved: 8d6 direct, 6d4 splash
Greater: 12d6 direct, 10d4 splash
Perfected: 16d6 direct, 14d4 splash --- Cost: 150/unit
Smokebombs:
Level 3: 13d6 splash --- Cost: 350/unit
Level 9: 20d6 splash --- Cost: 500/unit
Suggestion; Make them grenades. Making them not deal fire damage but magical, sonic or just physical would also go a ways into giving them a unique niche on the server. As it stands; they're more expensive than perfected alchemists fire, while dealing less damage, and being subject to spell resistance and the entirety rather than part of their damage can be negated by evasion. (Also Alchemist Fire again can critically hit)
The second part is that they're non-stacking items, for reasons similar to the traps thread created by Kitsunenotsume I feel it's fair to ask that smokebombs stack in a similar way to alchemists fire, up to 10 to reduce inventory clutter and allow for hotbar slotting.
This means that the smokepowder bombs are subject to spell resistance with the caster level of the bombs capped at 20 at TS 9. So any upper-end enemy on the server with spell resistance proportional to their level, or anything/one that can cast spell resistance can effectively become immune to the damage (As well as spell mantle negating the spell). In addition; Delayed Blast Fireball in and of itself is a very buggy spell, that will often not trigger as intended and fizzle out having done nothing unless you just use it as a fireball.
This in effect makes them comparable to something between improved-greater alchemists fire, which doesn't have to deal with bypassing spell resistance, part of its damage ignores evasion (and can critically hit) and the perfected version is cheaper to produce while being better for alpha target damage while still dealing respectable splash damage.
For Reference:
Alchemists Fire:
Normal: 6d4 direct, 3d4 splash
Improved: 8d6 direct, 6d4 splash
Greater: 12d6 direct, 10d4 splash
Perfected: 16d6 direct, 14d4 splash --- Cost: 150/unit
Smokebombs:
Level 3: 13d6 splash --- Cost: 350/unit
Level 9: 20d6 splash --- Cost: 500/unit
Suggestion; Make them grenades. Making them not deal fire damage but magical, sonic or just physical would also go a ways into giving them a unique niche on the server. As it stands; they're more expensive than perfected alchemists fire, while dealing less damage, and being subject to spell resistance and the entirety rather than part of their damage can be negated by evasion. (Also Alchemist Fire again can critically hit)
The second part is that they're non-stacking items, for reasons similar to the traps thread created by Kitsunenotsume I feel it's fair to ask that smokebombs stack in a similar way to alchemists fire, up to 10 to reduce inventory clutter and allow for hotbar slotting.