Dodging DD Spells (in General)
September 28 2005 7:19 PM EDT
Shouldn't there be a way to dodge DD spells just like you evade or dodge physical attacks (ranged or melee)?
Sure. If DD spells can attack more than once per round.
September 28 2005 11:13 PM EDT
When they hit for 900K per blow, why do they need to hit for more than once a round? Throw a super high familiar into the mix like BCS has and whammo you get hit twice for huge damage every round and all you can do is hope to lessen the damage never evade or dodge it.
September 28 2005 11:22 PM EDT
MgS, Protect, Endurance, AC, AMF. It has plenty to reduce it...
You may try all you like, but you can't outrun Susan.
September 28 2005 11:31 PM EDT
Reduce yes, but you still get hit. That is why Mages have the upper hand here. You can have big db's, big dx, ethereal chains and other things to keep from getting hit at all by tanks, but you are gonna get hit by mages no matter what, the only question is....how hard. That is why I suggest a way to dodge DD spells.
September 28 2005 11:45 PM EDT
September 28 2005 11:47 PM EDT
TBF only helps you against FB mages, and it only reduces damage like AMF. Against a serious mage you will still get hurt a lot.
September 29 2005 12:02 AM EDT
don't blame the mages if you have the dm :)
September 29 2005 12:11 AM EDT
That's right, I'm gonna put a 6 pack of dynomite right beneath your feet, and then set it off. You run. Let's see what happens.
September 29 2005 12:49 AM EDT
My point is that you are trading off with DM VS AMF.
With DM you are lowering enchantments but increasing dd taken.
With AMF you are allowing your enemy to have their enchantments work at maximum but making their weapon backfire :)
Any sort of Dodging would lead to a 100% reduction. Unless DD spells hit more than once per round.
September 29 2005 5:46 AM EDT
get 100% AMF then :)
Dude, anyone with over twice the amount of a Large DD spell in AMF deserves to reduce it by 100%.
Some form of Dodging that can be combined with all the existing ways to reduce magic damage isn't needed, unless spells get the ability to hit more than once per round to compensate.
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