Speaking of nerf, hasn't anyone noticed the bonus cap they snuck in for SMR rolls? I've seen it while using 917.
The bonuses are there, but there is a cap on how high the bonus can end up at.
What is the same:
Prone = 20
Stunned = 35
Prone + Stunned = 55
Immobilized = 100 (does not stack with any other bonus)
Wounds and loss of health have various bonuses and these would stack upon any Prone and/or Stunned status and there didn't appear to be any ceiling in the past. I've had a bonus of 100+ at times.
Sometime in the past few months a cap as put in place on wounds/health loss. This cap is now 25. These values may have changed based on what I found 18+ months ago from testing, but I haven't done any testing since this nerf cap was put in place.
A creature that doesn't stun, but can be knocked prone has a capped bonus of up to 45 (20 for prone status and up to 25 for wound/health loss).
A creature that can stun and be knocked prone has a capped bonus of 80 (20 for prone status, 35 for stun and up to 25 for wound/health loss).
A creature that can't be stunned or knocked prone has a capped bonus of 25 (up to 25 for wound/health loss).
In the past, I'm not sure if there was a cap on the wounds/health loss bonus because on creatures stunned/prone and missing limbs and lots of health I've had the bonus on a 917 SMR roll in the low 100s before.
It's slightly more difficult (I'd say upwards of 10%) to land kills on the first cast of 917 for my capped and now almost capped second wizard when hunting in the past couple months due to lower rolls from the capped nerf bonus.
I guess I can say at least they're making us aware of the almost not a nerf going on here that'll hit the adventure guild badges.....