I was wondering about this...

What is the best fortitude save against the devestating critical in order to avoid to be slain?

And what are the factors that determines this?

So, basically my question is this. What is the highest fortitude save that is required in order to avoid the death by devastating critical of any form, of any outside interference(ie; enchanted weapons by wizards), of any thing that helps the devastating criticals?

I am not sure if this made any sense.

The reason I asked is that I am working on a AI script that would make it challenging enough, enough that the character would have to resort to something else to kill the creature. Same thing goes with the IGMs.

And second reason is that I wanted to know if it was possible to make build that can defeat the devastating criticals without being immune to it or have high AC. Just dependant on the fortitude saves itself.

Thank you in advance for any help with this.

Anuis
Quote: Posted 09/01/04 22:02:52 (GMT) -- Anuis

I was wondering about this...

What is the best fortitude save against the devestating critical in order to avoid to be slain?

And what are the factors that determines this?

So, basically my question is this. What is the highest fortitude save that is required in order to avoid the death by devastating critical of any form, of any outside interference(ie; enchanted weapons by wizards), of any thing that helps the devastating criticals?

I am not sure if this made any sense.

The reason I asked is that I am working on a AI script that would make it challenging enough, enough that the character would have to resort to something else to kill the creature. Same thing goes with the IGMs.

And second reason is that I wanted to know if it was possible to make build that can defeat the devastating criticals without being immune to it or have high AC. Just dependant on the fortitude saves itself.

Thank you in advance for any help with this.

Anuis

Well the biggest problem with saves, as opposed to immunities or even spell resistance, is that fact that 1/20 times you will always fail no matter how high your save. So a wm with 7 attacks/round will pretty much dev crit within three rounds regardless of how high your fort save is.
To answer your questions though, dev crit is effected by character level and strength modifier, so the absolute highest dc is 53 for a dev crit.
My master of saves build for example has 70 fort save naked(higher when divine wraith activated), and on the old epic builds server I had over 94 fort save going.
Giving your mobs high fort saves would protect them from many spells and skill, and make them virtually death save and dev crit immune. But you would probally have to disable the fail on 1 script to make it truly effective.
It would be nice if bioware had made a simple immune to dev crit attribute which would solve the need to make a creature immune to crits(screwing over most melee builds).

For IGMS give your mobs give your guys 12/- magic reduction, or better yet give em 11/- magic reduction just to rub it in more.
Quote: Posted 09/01/04 23:12:12 (GMT) -- evo_dragon

Quote: Posted 09/01/04 22:02:52 (GMT) -- Anuis

I was wondering about this...

What is the best fortitude save against the devestating critical in order to avoid to be slain?

And what are the factors that determines this?

So, basically my question is this. What is the highest fortitude save that is required in order to avoid the death by devastating critical of any form, of any outside interference(ie; enchanted weapons by wizards), of any thing that helps the devastating criticals?

I am not sure if this made any sense.

The reason I asked is that I am working on a AI script that would make it challenging enough, enough that the character would have to resort to something else to kill the creature. Same thing goes with the IGMs.

And second reason is that I wanted to know if it was possible to make build that can defeat the devastating criticals without being immune to it or have high AC. Just dependant on the fortitude saves itself.

Thank you in advance for any help with this.

Anuis

Well the biggest problem with saves, as opposed to immunities or even spell resistance, is that fact that 1/20 times you will always fail no matter how high your save. So a wm with 7 attacks/round will pretty much dev crit within three rounds regardless of how high your fort save is.
To answer your questions though, dev crit is effected by character level and strength modifier, so the absolute highest dc is 53 for a dev crit.
My master of saves build for example has 70 fort save naked(higher when divine wraith activated), and on the old epic builds server I had over 94 fort save going.
Giving your mobs high fort saves would protect them from many spells and skill, and make them virtually death save and dev crit immune. But you would probally have to disable the fail on 1 script to make it truly effective.
It would be nice if bioware had made a simple immune to dev crit attribute which would solve the need to make a creature immune to crits(screwing over most melee builds).

For IGMS give your mobs give your guys 12/- magic reduction, or better yet give em 11/- magic reduction just to rub it in more.

I can make the creatures to be immune to IGMs... but other high damaging spells can still hurt it though.

As for the devastating critical... I agree... I wish that they did make a feat or immunity type that makes them immune to devastating critical only, but can be harmed by overwhelming critical or lesser type criticals. But with the information that you provided, it should be enough to be able to avoid being killed by devastating critical enough to make the fight challenging, even for the weapon master type builds. I hope...

Anuis The next patch fixes autofail so you can turn it off. That will help the 1 in 20 problem.
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Click Here Well this topic brings up something very interesting concerning the savings throws. I'm playing with a character on a server that currenlty has a dev crit of 41. When I go to kill this boss monster it has a fortitude just high enough so that it has to roll a 1 for it to fail it's save. I have killed this boss monster plenty of times and only twice has it rolled a 1. So basically I have to kill it the old fashioned way.

Now here is my second point concerning savings throws. With the same character I'll be lvling him up against monsters that cast finger of death (at least i think it's the finger of death). Anyways the only way I can die from it is if I roll a 1. Throughout fighting these monsters I will constantly roll 1's resulting in my character dying.

So what I'm getting at is that I've noticed that any save towards a spell that causes instant death is more likely to roll a 1 than say rolling a 20 to hit a high AC or against the dev crit like I stated above. It seems to me that the supposedly random number generated between 1 and 20 is a little biased. Has anyone else seen this problem like I have?
Quote: Posted 09/02/04 01:37:17 (GMT) -- highlife262626

Well this topic brings up something very interesting concerning the savings throws. I'm playing with a character on a server that currenlty has a dev crit of 41. When I go to kill this boss monster it has a fortitude just high enough so that it has to roll a 1 for it to fail it's save. I have killed this boss monster plenty of times and only twice has it rolled a 1. So basically I have to kill it the old fashioned way.

Now here is my second point concerning savings throws. With the same character I'll be lvling him up against monsters that cast finger of death (at least i think it's the finger of death). Anyways the only way I can die from it is if I roll a 1. Throughout fighting these monsters I will constantly roll 1's resulting in my character dying.

So what I'm getting at is that I've noticed that any save towards a spell that causes instant death is more likely to roll a 1 than say rolling a 20 to hit a high AC or against the dev crit like I stated above. It seems to me that the supposedly random number generated between 1 and 20 is a little biased. Has anyone else seen this problem like I have?

The RNG has been tested through scripts extensively and has been found to be working as intended, I think you're just paranoid.
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"Intelligence is knowing a tomato is a fruit; Wisdom is not putting it in a fruit salad." This is a common complaint, and misconception. The RNG is fine (has been shown to be so); ironically, you can look at the stream of numbers coming out of an RNG, and in isolation, they can seem to be non-random. Its just natural for the human mind to attempt to see patterns in any stream of data ("Oh look, it just rolled a 4, 5, 6 in sequence!") but in reality, you are being fooled because you arent looking at ENOUGH data to show its really random.
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Normal kids play rock-paper-scissors.
Shifter kids play IronGolem-RustMonster-MindFlayer. . . Ive done enough tests on epic dodge to see that the rng produces an equal number of 1s,2s,3s, and so on.

In fact i dont think I have had a test that has been over at least 100 rolls that didnt come within a few percent of what should have been expected.

Syrath There's a decent way to do this.

Merely give monsters a penalty on fortitude against death spells, and buff their fortitude by a lot.

This will strengthen them against dev crit but weaken them against death spells.

~ Lock.
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"Life builds you up just to tear you down." - 3rd Strike
Quote: Posted 09/02/04 19:02:30 (GMT) -- Lockindal

There's a decent way to do this.

Merely give monsters a penalty on fortitude against death spells, and buff their fortitude by a lot.

This will strengthen them against dev crit but weaken them against death spells.

~ Lock.

Interesting... I will try your suggestion.

EDIT: I am not sure what you meant by giving them plenty, is it by scripting or manually?

Anuis

Edited By Anuis on 09/02/04 21:35