Charon Onozuka wrote:
I think as is INT is way too important for the Magus. They all ready need STR, CON, DEX probably too. I think there’s nothing wrong with leaving high INT to only some of the Magus builds, letting the rest be front liners.
Midnightoker wrote:
This is a great point; INT shouldn't be more important for a Magus then WIS for a Warpriest. As things currently stand INT is mandatory in order for a Magus to use their main class feature.
Kitsune Kune wrote:
Even with auto hits Int is still valuable - many of the best spell strike options are save spells (crit fishing for daze comes to mind), bonus damage on cantrips, the occasional AoE. It won't be mandatory anymore, bad the Magus is MAD as hell right now.
I found an error in the crit weapon hit contribution, and recalculated everything both for one round and two rounds. Using the new calculations for one round routines Striking Spell is sometimes beneficial in weapon to hit >=60% range. In this range you could lose 10% damage output or gain up to 20% in some sweet spots. No damage ratio or to hit in range is always beneficial. In the two rounds routine I took the second round to always be three strikes. Striking Spell turned out pretty beneficial in this calculation, giving a 5%-15% boost in most situations. There were some with less, and some with more, but overall an improvement. My conclusions? Striking Spell can be beneficial, but it does so at great cost to action flexibility due to requiring all actions in round one and possibly many in round two; slide casting helps a lot with this issue, but the other syntheses don't. The next question to answer is how does a base Magus compare with other gishes (either martial classes with caster dedications, casters with martial\combat style dedications, or some focus spell based builds). I'd like to see a comparison with the Eldritch archer in particular. I have to say I doubt the Magus will fare well against any of these, but we will see.
I think by this point it's evident that Striking Spell is lackluster, but I didn't see any in depth calculations. I had some time on my hands so I cracked open a spreadsheet, and set out to answer the question: How does spell strike with a damaging attack spell compare to other 3-action combinations? In short? Badly. In fact, out of all the options I checked, spell strike never improves round damage by more than 5%. In the linked spreadsheet I calculated the ratio between damage dealt with striking spell and the best of the other three action options the magus has:
As parameters I took the chance to hit with a weapon attack (0.3-0.7), difference in hit chance between spells and weapons (0-0.25), and ratio between damage of spell on a success and damage of weapon success (0.5-5). The calculations don't take into account anything else. Of the 2,484 options I calculated Striking Spell improved damage in only 39 cases, all in the 65%-70% weapon hit range I've got to say, this is extremely disappointing. Not only is this ability just plain bad, it was an easily avoidable problem; it only took a couple of hours to do this calculation. I know the team likes to low ball playtest abilities , but this is just sad.
Produce flame is far better than the hand crossbow. You need to load your crossbow, so it also takes 2 actions, hit AC instead of TAC, and you do less damage on a hit. Not to mention you need to spend loads of money on the crossbow for it to keep up. Cantrips do okay amounts of damage; they’re there in order to make sure you don’t wast turns or spell slots inbetween uses of your real spells.
Snickersnax wrote:
The meaning is that if you learn fireball for the first time at character level 7, meaning as a level 4 spell, you could still cast it using a level 3 slot. I specifically didn’t mention lowering in my post since I’m still going back and forth between auto lowering and only being able to learn spells at their lowest level.
It’s also important to remember the bard when discussing these things, as any structural changes to spontaneous casting will affect them too. I’d say any change to heightening and number of spells known will have to apply to both classes.
A heighten metamagic feat is an option that’ll sidestep the resource problem while remaining balanced.
- Free heightening and lowering, and reducing the spells known by one per level. [1,2,3?,4] - Change bloodlines so you can only choose spells with the appropriate traits (from all lists), with complement powers. [1,2,3?,4?]
I personally think low number of themed spells known with a bunch of metamagic and free heightening is the best option (and one that can fill loads of splat books), but it might be a bit out there for others.
Tamago wrote: I think I saw this suggestion on the other thread, and I liked it. The DC should be based on the level of the creature you're healing, rather than your own level. For most cases this would be the same thing, but it would allow for high-level NPCs being able to easily heal the party, or low-level PCs struggling to save a high-level creature. That seems more interesting to me. The problem with this Idea is that it penalizes characters in need of healing for being higher level, leading to the kinda absurd “Frank died becuase he leveled after that fight!”. I'd like it if the amount healed would simply go off the number rolled. It probably means giving up on the four tiers of success here, but I don’t mind it not applying to everything.
I get the power issues with having automatic heighten, but I think they aren’t as drastic as the confusion from having a spell but not being able to cast it at all levels. I’m not talking about things like invisibility, that basically have a greater version, but about things like fireball or heal, that just have an “add this many dice when cast at this slot”. It also feels wrong to have heal at level 1, being able to cast it using a level 5 slot, but still getting the level 1 benefit.
First off I’d like to say that I really enjoyed this blog, and most of the others, and am excited and grateful by being able to play PF2 soon. I like the bloodline change in particular. That being said, the way spontaneous casting deals with heightening is concerning to me. It feels like solving a physics problem (I’m a physicist) and getting a solution that lacks some symmetry or aesthetic property. When that happens it not only feels icky and gives me a headache, it almost always means the solution is wrong. I believe this is the case here. I understand and agree with all points made against automatically upcasting or downcasting, how they eat up time or may be stronger than prepared casters etc. But, I believe they are an order of magnitude less disrupting than the confusion from not being able to cast spells that you have and get the appropriate effect. A sorcerer with heal can now cast it at 5th level but not get the effect that it says it has at 5th level. I think the issue with spontaneous casting has to do with how spells behave in general now; with spells being unaffected by caster level, collapsing spell chains into the heightened mechanic that affects both the magnitude and the scope of spells, having opposing effects being resolved through spell level, and so on, spontaneous casting needs to jump through too many hoops. Maybe you should re-split some of the spells? Keep heightened effects like additional damage/healing and the opposing effects resolution , but re-split things like invisibility where the effect of the spell changes. This means that auto upcasting will involve a lot less bookkeeping (just the number of dice or the rare level comparison), be less confusing, and give what I think is the right sort of flexibility for this type of casting: that of magnitude, not scope. Another option is to give heightening through spell points, though this doesn’t resolve the confusion of not having a spell you know, and will need to be done on a class by class basis. As a last note, I’d like to thank you all for being so responsive. These blogs, your continued commenting in them, and of course the various faqs, errata and support in general are a huge part in why PF is my RPG of choice, and the main reason I’ve been excited by PF2 even before any details were announced.
I like what I see with the structure of the archetypes, though my Spidey sense is tingling as to the power level. Just using the pirate dedication as an example, what if I already have acrobatics as a signature skill and am already trained with those weapon? Both of those seem like things easily gained through class (especially ones chosen for a pirate character) and greatly reduce the appeal of the dedication feat.
Just some options that weren't given above: Feats:
Traits:
Items:
A rod of intensify or intensify spell and blood intensity become more and more crucial the more of these options you choose, so watch out.
I'm surprised no one mentioned Knowledge Is Power yet. With some system mastery you can get your CMB to none dreadful levels (still won't recommend the multiclass though).
Are there any plans to release more VMC options? I would love to see a Kineticist option. The best thing about it is that they give single class-locked characters, like casters and such, more options to versify. It's a shame it's not legal in PFS... Btw, did you see my post about Dragon Style? There were quit a bit of conventions, so I thought you may have missed it.
Chengar Qordath wrote:
You convinced me ;)
First of all, this post is for natural weapons, not unarmed strikes. There are several discussions about unarmed strikes, and this is not one of them, so please steer clear of them. Let's say I have two claw attacks, Power Attack, Feral Combat Training (claws) and Dragon Style. Does my first claw attack benefit from -1\+3 PA? What if I have Dragon Ferocity? Do I then get -1\+3 to both attacks?
-Grijm- wrote:
I know, as is written in the bolded segment :P
Your stats are fine, but of course you could optimize. The extra spell per day at level one that you get from 20 int is pretty valuable, and helps pulling your weight until higher levels. If you were starting at level five or so starting with that 20 would be less important I wouldn't worry about getting your con over 12, since the toughness feat is an effective +2 to con (and is even better at first level).
Let's say a duelist with two-weapon fighting forgoes his off hand attack to parry, and then ripostes, do any of his attacks get the -2/-4 penalty for two-weapon fighting? I think that he doesn't because of the answer to this FAQ::
Two-Weapon Fighting: If you use this on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn? No. The penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus.
and this FAQ::
Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty? Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
In other words, you make a one-handed full attack, so no penalty, and then you make an AoO, so no penalty. And on a related note, did the question on whether or not the precise damage applies in the aforementioned situation get resolved? |