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Author Topic: Damage Resistance: Divine VS Divine Might  (Read 364 times)

King Pickle

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Damage Resistance: Divine VS Divine Might
« on: August 18, 2021, 02:33:47 PM »
Divine damage from Divine Might ignores Damage Resistance: Divine gained from items.

Fungal Artillery

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Re: Damage Resistance: Divine VS Divine Might
« Reply #1 on: August 18, 2021, 03:07:12 PM »
This very likely has to do with how the buff is applied on the character rather than on the weapon. The damage of the Divine Favor spell and Druid's Elemental Essences behave similarly.
"A man in a robe, claiming communion with the divine? Madness." - Narrator, Darkest Dungeon

zDark Shadowz

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Re: Damage Resistance: Divine VS Divine Might
« Reply #2 on: August 18, 2021, 05:36:45 PM »
Yup, its due to the way the effect is applied by script, and its part of the EffectDamageIncrease() script function, the full details of what it does for damage types here;

https://nwn.fandom.com/wiki/Damage_increase

There are a lot of spells, feats and effects that apply bonus damage in ways it empowers the character, not the weapon, and there isn't a clean way to change how the damage is treated. Damage could be applied to weapons only but what if people are disarmed? They still need the buff. What if they are wearing bracers instead of gauntlets? No gloves? Creature form doesnt use a proper creature weapon? Creature form actually uses a weapon? Damage types no longer stacking so certain "builds" or weapons become redundant?

Its a large amount of IF checks that ultimately could be applied to every spell and effect and any change in variables such as switching weapons would have to be accounted for...

.. or we can just have one line of EffectDamageIncrease() left the way it is since applying to a character over a weapon resolves all the situations a character should have the damage, and just be aware that there is a damage resistance bypass quirk that can't be resolved in any efficient or timely manner.
« Last Edit: August 18, 2021, 05:38:40 PM by zDark Shadowz »