As we all know, for devoted cleric in this mmo, any Strength attribute over 10 = Stamina regen +1%, Critical rate +1% and DoT damage resist +1%
Mind explaining, why Str? I don't see any devoted cleric bashing anything with their... 'weapon' unlike battle cleric which will need that attribute for their damage rolls and strength based prayers.
Stamina regen - Ok, sure. To carry their mails and puny icons. Wait, isn't that more Con related?
Critical rate - What in the nine hell... Ok, devoted cleric, use their mighty, muscly arms to pelt divine powers at their enemies and allies. Apparently, the divine power's chance of increased damage depends on PECS in this MMO instead of faith. *Shrugs*
DoT damage resist - I believe the devs ran out of idea for this one. I mean come on, how is it strength has anything to do with resisting burn or poison??
I'm just curious.
Post edited by cuteschmooples on
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
So maybe it's arbitrary, who cares? Why does a wizard's crit chance depend on how pretty he looks on that particular day (CHA)? *shrug*
Don't know. Clerics were always str dependent to some extend. Don't know much about 4e, but before str was pretty viable choice.
That's Battle Clerics. You know, those with flails, shield and strength chants/prayers. Devoted Cleric however is what they give us and boy, did they stray from the ruleset.
I made a thread on this about four pages back. A lot of this ability stuff makes no sense and should be re-arranged.
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
You know, D&D has always been an approximation, and not all stats/skills always made full logical sense. And there have been a plenty of jokes about it.
For example, in 3.5e there've been jokes about UMD using CHA as a primary stat - guess you had to seduce magic items to work for you, or perhaps sing them to sleep so they don't go hostile on you
So yeah, they've strayed, because they had to provide 2 secondary stats for each class not just one like in the ruleset. They could've gone with anything really - none of the remaining 4 stats (outside WIS and CHA) make more sense for such bonuses than others. Plus the three bonuses are not something that comes from the RAW anyway.
I'm guessing they did what they did to balance mechanics - races against classes etc - more than in search of logic.
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cuteschmooplesMember, Neverwinter Beta UsersPosts: 20Arc User
You know, D&D has always been an approximation, and not all stats/skills always made full logical sense. And there have been a plenty of jokes about it.
For example, in 3.5e there've been jokes about UMD using CHA as a primary stat - guess you had to seduce magic items to work for you, or perhaps sing them to sleep so they don't go hostile on you
So yeah, they've strayed, because they had to provide 2 secondary stats for each class not just one like in the ruleset. But it's not like it's that big a deal.
Problem with ruleset, once printed, any modification; good or bad or funny, will require a new revision print (and all the trouble that follows). This game however, can be tweaked without asking anyone to re-buy/re-download the client. So, yeah, devs can fix that more easily. If they want to.
But like you've said, it's not a big deal; in fact game play wise it's not even a deal since we are missing tons of skill checks here and there anyway. Besides, I don't see the reason why they must/want to relocate the abilities.
I was just curious and want to see their explanation (especially funny ones), that's all.
Like how an 8 dex dwarven wizard with stubby fingers managed to lockpick stuffs with tiny thief tools 75% of the time. Assuming the red backpacks we get in this game were chained with locks in the first place.
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Ah, I wish I remembered what the old skill kits for thievery were called. All this stuff used to have much more flavorful names and icons - e.g. 10-foot pole for Dungeoneering
And maybe they aren't really lockpicks, just magic items that stun-lock the toon's morality compass for a few seconds so they can steal stuff while no one's looking. And 1 out of 4 times conscience kicks in
Comments
Ok... that's weird.
And funny.
Of course they did. Without sane reason/explanation that I seek.
Conclusion: A misuse of the D&D tag/license. Heresy I say!
P/s: Curiosity sated.
Don't know. Clerics were always str dependent to some extend. Don't know much about 4e, but before str was pretty viable choice.
That's Battle Clerics. You know, those with flails, shield and strength chants/prayers. Devoted Cleric however is what they give us and boy, did they stray from the ruleset.
For example, in 3.5e there've been jokes about UMD using CHA as a primary stat - guess you had to seduce magic items to work for you, or perhaps sing them to sleep so they don't go hostile on you
So yeah, they've strayed, because they had to provide 2 secondary stats for each class not just one like in the ruleset. They could've gone with anything really - none of the remaining 4 stats (outside WIS and CHA) make more sense for such bonuses than others. Plus the three bonuses are not something that comes from the RAW anyway.
I'm guessing they did what they did to balance mechanics - races against classes etc - more than in search of logic.
Problem with ruleset, once printed, any modification; good or bad or funny, will require a new revision print (and all the trouble that follows). This game however, can be tweaked without asking anyone to re-buy/re-download the client. So, yeah, devs can fix that more easily. If they want to.
But like you've said, it's not a big deal; in fact game play wise it's not even a deal since we are missing tons of skill checks here and there anyway. Besides, I don't see the reason why they must/want to relocate the abilities.
I was just curious and want to see their explanation (especially funny ones), that's all.
Like how an 8 dex dwarven wizard with stubby fingers managed to lockpick stuffs with tiny thief tools 75% of the time. Assuming the red backpacks we get in this game were chained with locks in the first place.
And maybe they aren't really lockpicks, just magic items that stun-lock the toon's morality compass for a few seconds so they can steal stuff while no one's looking. And 1 out of 4 times conscience kicks in