|
for self concealment, all ya gotta do to make that good is increase the concealment per feat to 13%, for 65% with SCV for whirlwind attack, considering that a small radius is barely anything and that improved whirlwind attack solves the issue of a tiny range but still ain't that great, what I would do is increase the range of regular whirlwind attack to that of improved, then increase the physical damage dealt by IMPROVED whirlwind attack by 50%; considering that extra attacks from haste the pure fighter and barb bonuses exist, I think giving a 200% bonus might be a bad idea, and that adding a second attack instead would be more difficult to script also, if you can, please add a /command to make you be able to attack stuff again after trying to hit 3 guys with whirlwind attack, or even better fix that bug perhaps you could also make dirty fighting increase your critical threat range by 2 and multiplier by 1 while active, but also reduce your attacks per round to 1 as if you were slowed, so that you presumably wouldn't get extra attacks from haste, divine power, final stand, tenser's transformation, or the barbarian's or fighter's relevant pure class bonus I guess that cleave and great cleave would still work with dirty fighting though edit: also greater ruin sucks; only 35d10 positive energy damage once per day? even if it was DC=99 I wouldn't ever consider taking it, its only 192.5 average damage once per day, taking a whole round and a whole feat, and in comparison maxed IGMS can be casted twice per round, has no save, and does 140 damage
|