Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Bug Reports => Fixed Bugs => Topic started by: Maelthor on July 22, 2021, 04:33:01 AM

Title: Combat Feats as intended?
Post by: Maelthor on July 22, 2021, 04:33:01 AM
I was asked to post this question in the bugs section, so just a heads up that I'm not sure if it's in the right place, but I'll just place it here as a developer on Discord said I should.

My fighter has taken combat absorption with Resist Energy Acid...

The way I understand feats, are that they are meant to happen before any items, and stack with your items if you have any. e.g. Resist energy stacks with the acid amulet.

Therefore, I kind of expected the combat absorption to act as a feat that doesn't get overwritten by an item. However, it does. The amulet therefore overwrites one feat, but not the other, and I don't know why.

In the image I'm attaching below, this is the effect of my fighter standing in an empowered acid cloud with his Combat Feat active the entire time. At first he's wearing the amulet (so he gets 5 absorb for the Resist Energy feat + 10 for the amulet)... after which he removes the amulet and gets 5 absorb +8 for the combat feat. Meaning that the feat acts as an equipped item rather than a feat.

(https://www.dropbox.com/s/zxjdpsjon6h7n43/Screenshot%202021-07-21%20at%2021.39.40%20copy%20edited.jpg?dl=0)

Is this the intended path for combat feats? That they do not act as stackable or act before items that they're simply like items rather than feats?
Title: Re: Combat Feats as intended?
Post by: Maelthor on July 22, 2021, 04:35:14 AM
I'm probably dumb, but inserting the image file between the [ img][ /img] (sans spaces) tag didn't yield an image. So...

[img src="https://www.dropbox.com/s/zxjdpsjon6h7n43/Screenshot%202021-07-21%20at%2021.39.40%20copy%20edited.jpg?dl=0"][/img]
Title: Re: Combat Feats as intended?
Post by: Maelthor on July 22, 2021, 06:01:41 AM
Only just saw the entry on how to report for bugs, though, I'm not sure this is one as it may be intended to work like this (read above posts)

Name: Cyrus Mehdad

Where: Anywhere.

When: Any time

What: Combat feat: Combat Absorption

Recreate: Read above, but also, What's the point of having energy resist and Combat absorption if the Energy resist is considered the only feat and absorption treated as an item?

Ideas: One of two options: That both feats should stack, since I've chosen Resist Acid (+5) and combat absorption (which is +8 atm, will max at +10), they should give +13 (+15 eventually) for Acid as a base. This makes sense to me, while other combat absorptions should be +8 [+10 eventually] (also, this is only while the Combat Focus is active, so it makes sense that it should be additive).

Second option: That the combat feat could override the resist feat, and thus give that as a base, but would obviously make the resist feat pointless for that given element.
Title: Re: Combat Feats as intended?
Post by: DaloLorn on July 22, 2021, 06:37:32 AM
This may be hardcoded. Stacking/capping behaviors in NWN/NWN2 usually are. :|
Title: Re: Combat Feats as intended?
Post by: zDark Shadowz on July 22, 2021, 08:14:13 AM
The combat absorption is applied as an effect so its subject to only using the highest of item properties / spells you have for resistances.

The feat resist energy should end up stacking with the effect of combat absorption, cause the feat resist energy is just weird.

Its just easier to code the combat feats as effects, as the combat forms all have timers, and vary depending on how many you actually have, and theres all sorts of stuff thats hardcoded.
Title: Re: Combat Feats as intended?
Post by: Maelthor on July 22, 2021, 09:49:40 AM
Ah ok, so the combat feats aren't really "feats" they're just "effects" which work like additional items and whichever is best (item or combat feat) will be the number that will stack with Resist. Feel like I can just wear appropriate amulets/items for encounters rather than waste a feat. Since the combat feat requires a feat that's going to be the only effective one, not sure about them as "feats".

Just a thought about it: since it requires Resist, usually, the newer feat is an improvement on the old [e.g. knockdown needed for improved knockdown, etc], but in this case, it literally doesn't improve on it at all and the resist is always used as the feat. Not sure if the coding can change or how it works, but it doesn't quite work as expected, I guess?

I get the hardcoding and issues surrounding it, and warrior is generally weak in this mod, so it's kind of acceptable that they don't really get much in the way of extras with this combat feat.
Title: Re: Combat Feats as intended?
Post by: Duayne on July 22, 2021, 10:19:04 AM
With 5 combat for feats you are getting 10/- resist against all the elements listed, as well as the 5/- from the resist energy you chose which stacks with that 10, making it 15/- against what energy you chose againt, in your example, acid.

The impression that any 'feat' will stack with everything is wrong. It is a feat that gives you access to another effect or mechanic and the game rules for them apply.

Your desired outcome of full immunity to acid fog is a rather unreasonable one and the way it's currently working is intended.

Fighter's are not weak and are one of, if not the strongest martial class once they reach higher levels.
Title: Re: Combat Feats as intended?
Post by: zDark Shadowz on July 22, 2021, 07:33:10 PM
Yeah combat absorption isnt a wasted feat.

You're blocking everyones varnish and bonus energy damage from enchanted weapons with one feat. It's pretty OP in PvP, not to mention you picked Acid so having a 15/- total against is awesome for the end game slimes.

You need eight combat feats of the available nine to get combat strike to a +4 AB/damage bonus. Everything giving each other synergy bonuses makes that one feat count for so much more.

Combat Vigor later on will have you regenerating 5HP a round so those small acid damage ticks from acid fog still getting through will be almost essentially negated (unless more are stacked but you know, walk out of them..)

You could rotate through different resist items sure but, its better to have actually useful items in those slots instead to add to saving throws so you take half damage or survive immobilization / death spells etc.
Title: Re: Combat Feats as intended?
Post by: Syl on July 24, 2021, 02:41:57 PM
a powerful fighter is finally viable!! and I love it XD