Techsmith Smoke Powder Bombs
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- Kaybrie
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Techsmith Smoke Powder Bombs
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.
- Valefort
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Re: Techsmith Smoke Powder Bombs
Sounds pretty reasonable to me, I'll change the damage to bludgeoning with a little bit of sonic, turn them into grenades and lower the prices. AoE should probably be larger than alchemist fire but 20d6 AoE damage for a grenade sounds a bit too good to me for an item that you can spam.
Mealir Ostirel - Incorrigible swashbuckler
- Kitunenotsume
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Re: Techsmith Smoke Powder Bombs
It might be a relevant comparison in terms of damage, but the alchemist fire deals two damage packets: the direct on a succeeded touch attack, and the secondary with a reflex save for half. In theory, perfected alchemist fires deal 32d6+14d4 to a single target on a crit (5% chance because RTT, in addition to the 14d4 to anyone else nearby); and are more spammable (and from what I hear, frequently are during troll events).
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- Valefort
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Re: Techsmith Smoke Powder Bombs
Erm, that does seem an awful lot 

Mealir Ostirel - Incorrigible swashbuckler
- Kaybrie
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Re: Techsmith Smoke Powder Bombs
Smokepowder bombs are sort of limited, in that you can only create one per rest period, which means that you need to build them up over a long period of time in order to spam them. (Which I like, don't get me wrong; it means it would be exceedingly hard to flood the server with said item)
Or maybe instead of an ability upgrade you got the ability to craft two different sorts of bombs? The weaker 13d6 ones (or whatever you adjust the number to) more often, and the 20d6 (or whatever you adjust the number to) once per rest.
To be honest, if it's adjusted to like 80% bludgeoning 20% sonic I don't see a problem with nerfing the damage some since their damage would be inherently a lot harder to negate.
Or maybe instead of an ability upgrade you got the ability to craft two different sorts of bombs? The weaker 13d6 ones (or whatever you adjust the number to) more often, and the 20d6 (or whatever you adjust the number to) once per rest.
To be honest, if it's adjusted to like 80% bludgeoning 20% sonic I don't see a problem with nerfing the damage some since their damage would be inherently a lot harder to negate.
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- Kitunenotsume
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Re: Techsmith Smoke Powder Bombs
This can be compared to the Master Alchemist 'Alchemical Fire Mastery' that produces [ 1 + floor( 1/2 * Master Alchemist level ) ]; or functionally 3 Perfected Alchemist Fires per rest. Assuming the Consignment is any indication, the server has plenty of Fires available for relatively cheap (2200-3000 for ten).Kaybrie wrote: ↑Mon Jun 08, 2020 2:35 pm Smokepowder bombs are sort of limited, in that you can only create one per rest period, which means that you need to build them up over a long period of time in order to spam them. (Which I like, don't get me wrong; it means it would be exceedingly hard to flood the server with said item)
Admittedly Master Alchemist dosen't have a summon or combat perks, but it seemed like the closest reference.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
- blowuup
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Re: Techsmith Smoke Powder Bombs
Another thing to keep in mind, I don't think Alchemist Fires uses evasion/improved evasion either, which is another step above the Smokepowder bombs.
Personally, I think it should do Bludgeoning / Fire Damage instead of Bludgeoning / Sonic Damage. Ancient gunpowder grenades contained flammable liquids and could set things on fire.
Personally, I think it should do Bludgeoning / Fire Damage instead of Bludgeoning / Sonic Damage. Ancient gunpowder grenades contained flammable liquids and could set things on fire.
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- Kaybrie
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Re: Techsmith Smoke Powder Bombs
I prefer sonic over fire, as it'd be nice to have more variety in available grenades on the server and giving Techsmiths a corner on that market is a net gain. An argument can easily be made for either; though I prefer sonic just for giving the unique element to it.Personally, I think it should do Bludgeoning / Fire Damage instead of Bludgeoning / Sonic Damage. Ancient gunpowder grenades contained flammable liquids and could set things on fire.
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- tankteddy
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Re: Techsmith Smoke Powder Bombs
Also, tecksmith bombs are Nonstackable. . . This makes inventory VERY limited. And if your a mage like I am with Wands. you have 3 pages that are just wands and bombs potions and scrolls. Even with 16 STR I struggle with Weight and Inventory space because of the bombs. Limited times I can use them because I don't want to blow up my party. Mainly cause its just awkward listening to them complain about missing some hair. . . IT WILL GROW BACK!
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- Valefort
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Re: Techsmith Smoke Powder Bombs
Done for next update, grenade (so should be stackable), dealing 11d6 bludgeoning +1d6 sonic then 15d6 bludgeoning +1d6 sonic, cost 250 gold.
Mealir Ostirel - Incorrigible swashbuckler
- Kaybrie
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Re: Techsmith Smoke Powder Bombs
Sounds good, thank you Valefort!
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- Kaybrie
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Re: Techsmith Smoke Powder Bombs
Reviving this; New Smokepowder bombs are duds. They have no activatable use in game, though they do cost 250GP
Item description says;
Use: Bad Strref Single Use
(There is no option to use them, just examine, drop or appraise)
Item description says;
Use: Bad Strref Single Use
(There is no option to use them, just examine, drop or appraise)
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- tankteddy
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Re: Techsmith Smoke Powder Bombs
Just a Bump.
Ingame and wiki do not reflect the changes made
Grenade (so should be stackable), dealing 11d6 bludgeoning +1d6 sonic then 15d6 bludgeoning +1d6 sonic, cost 250 gold.
Ingame and wiki do not reflect the changes made
Grenade (so should be stackable), dealing 11d6 bludgeoning +1d6 sonic then 15d6 bludgeoning +1d6 sonic, cost 250 gold.
Theodar Battleforge: "Oi! What dis do?" *BOOM*
Thar Kogan "A har Thar!"
Nevarra Stayanoga "A wolf will always be a wolf."
Thar Kogan "A har Thar!"
Nevarra Stayanoga "A wolf will always be a wolf."
- Rhifox
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Re: Techsmith Smoke Powder Bombs
Fixed.
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