Improve holy water on parity with other grenades
Posted: Wed Jun 17, 2020 3:42 am
I've been looking over the options for alchemical grenades, and I have noticed that despite costing more than the others, Holy Water is the weakest of those readily available and most limited.
While it is theoretically the most available in terms of people who can craft it, it requires a rather high CL, costs over twice as much as perfected alchemist fires, for an item that is numerically weakest - still using the vanilla basic damage from what I could see, and has the most limited to targets of a particular race. Generally speaking, the other types of grenades are more universally useful, and far more potent even at lower grades.
I understand that there is a general inability to receive immunity or resistance to divine damage the way other damage types can, but the general damage numbers do not align with the comparative cost, particularly considering that there appears to be a general trend to improve such effects on the server. Anything practical to use Alchemist Fires or Acid on, such as trolls for example, are unlikely to have resistances to the grenades of choice used to fight them, so it does not really seem like that is a particularly valid reasoning as to why Holy Water's "Divine damage only against Undead" would be in a substantially different situation.
It is also probably worth revisiting the Bless Water spell, as it is the direct source of the costs involved.
For reference:
Acid Flasks: Deals Acid damage
Basic: 4d6 on Touch + 3d4 Area
Improved: 7d6 on Touch + 6d4 Area
Greater: 11d6 on Touch + 10d4 Area
Perfected: 15d6 on Touch + 14d4 Area
Alchemist Fire: Deals Fire damage
Basic: 6d6 on Touch + 3d4 Area
Improved: 8d6 on Touch + 6d4 Area
Greater: 12d6 on Touch + 10d4 Area
Perfected: 16d6 on Touch + 14d4 Area (150 GP/flask, requires Master Alchemist 3 [Min CL6, Min level 10])
Holy Water: Deals Divine damage (This is general limited to testing and guesses based on the general brackets I saw)
Basic: 2d4 on Touch + 1d6 Area? (50 gp/flask)
Improved: 2d6 on Touch + 1d6 Area? (115 gp/flask, requires CL11)
Greater: 2d8 on Touch + 1d6 Area? (220 gp/flask, requires CL16)
Perfected: 2d10 on Touch + 1d6 Area? (375 gp/flask, requires CL26)
While it is theoretically the most available in terms of people who can craft it, it requires a rather high CL, costs over twice as much as perfected alchemist fires, for an item that is numerically weakest - still using the vanilla basic damage from what I could see, and has the most limited to targets of a particular race. Generally speaking, the other types of grenades are more universally useful, and far more potent even at lower grades.
I understand that there is a general inability to receive immunity or resistance to divine damage the way other damage types can, but the general damage numbers do not align with the comparative cost, particularly considering that there appears to be a general trend to improve such effects on the server. Anything practical to use Alchemist Fires or Acid on, such as trolls for example, are unlikely to have resistances to the grenades of choice used to fight them, so it does not really seem like that is a particularly valid reasoning as to why Holy Water's "Divine damage only against Undead" would be in a substantially different situation.
It is also probably worth revisiting the Bless Water spell, as it is the direct source of the costs involved.
For reference:
Acid Flasks: Deals Acid damage
Basic: 4d6 on Touch + 3d4 Area
Improved: 7d6 on Touch + 6d4 Area
Greater: 11d6 on Touch + 10d4 Area
Perfected: 15d6 on Touch + 14d4 Area
Alchemist Fire: Deals Fire damage
Basic: 6d6 on Touch + 3d4 Area
Improved: 8d6 on Touch + 6d4 Area
Greater: 12d6 on Touch + 10d4 Area
Perfected: 16d6 on Touch + 14d4 Area (150 GP/flask, requires Master Alchemist 3 [Min CL6, Min level 10])
Holy Water: Deals Divine damage (This is general limited to testing and guesses based on the general brackets I saw)
Basic: 2d4 on Touch + 1d6 Area? (50 gp/flask)
Improved: 2d6 on Touch + 1d6 Area? (115 gp/flask, requires CL11)
Greater: 2d8 on Touch + 1d6 Area? (220 gp/flask, requires CL16)
Perfected: 2d10 on Touch + 1d6 Area? (375 gp/flask, requires CL26)