Author Topic: Topic for minor issues v6  (Read 17434 times)

Wilkins1952

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Re: Topic for minor issues v6
« Reply #175 on: January 07, 2024, 01:04:34 AM »
Marcel isn't immune to critical hits, at least from eldritch blasts



This is intentional from what I recall.
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nerdevar

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Re: Topic for minor issues v6
« Reply #176 on: January 07, 2024, 03:04:17 PM »
I don't think the description for the Vallaki Guard Cloak makes any sense.


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Re: Topic for minor issues v6
« Reply #177 on: January 07, 2024, 03:52:19 PM »
Marcel isn't immune to critical hits, at least from eldritch blasts

This is indeed a bug, which I'll fix next update.

Passionflesh fruit juice seems to have such a high dex poison DC it is unapplicable. I don't know if this is intentional or not.

It's intentional, since certain classes can apply it without requiring a Dexterity check.

I don't think the description for the Vallaki Guard Cloak makes any sense.

I'll update the description, thanks.

zDark Shadowz

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Re: Topic for minor issues v6
« Reply #178 on: January 09, 2024, 03:49:31 AM »
The cantrip Daze doesn't seem to work on all the low level animals & creatures I've tried it on (rats, gremishka etc), there's no will save or daze effects (cast as a Beguiler, level 3)

EDIT: Nevermind it's only meant to work with humanoids, that's probably it.
« Last Edit: January 09, 2024, 04:22:25 AM by zDark Shadowz »

Sinful Mystic

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Re: Topic for minor issues v6
« Reply #179 on: January 09, 2024, 08:34:51 AM »
I do not know if this is a system wide issue or specific to my character but my ocr seems to be awfully buggy. Whenever I encounter a Barovian the game spikes my OCR to put me above the outcast mark (16) despite my influence investment. This has since been compounded by being forced to cast spells in front of them to escape which I should never have had to do. I do not know why my OCR keeps jumping up 3 points but it is very frustrating.

This has happened two days in a row where my outcast rating was green but turned red the moment I encountered a Barovian. Help would be appreciated.
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Re: Topic for minor issues v6
« Reply #180 on: January 11, 2024, 02:54:08 AM »


The Van Richten's Excerpts unless it contains pictures, should not be useable by my illiterate barbarian...

I would suggest adding the requirement for Literacy and/or all classes except barbarian... Which ever way works to stop a barbarian from using it to get the +4 to lore without the literacy feat.
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zDark Shadowz

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Re: Topic for minor issues v6
« Reply #181 on: January 11, 2024, 06:23:37 AM »
I don't know if it's intended, so I'll post it here.

Empowered acid Fog for Warmages is being calculated at Edge + ( spell )x1.5 instead of (Edge + spell) x1.5

Normally empower spell multiplies the results of the full spell by 1.5x for spells that contain a dice, but the extra edge damage isnt being multiplied.

The expected result of an empowered acid fog for example would be (18 edge + 10+2d4 (spell))x1.5 for 49.5 average damage, but the actual results mirror  18 + (10+2d4)x15 for 40.5.

I'm having similar reduced damage results with disintegrate but the dice are far more testable with acid fog and acid fog also shows the flat base damage within the spell is meant to be multiplied alongside the dice, but it seems the flat edge damage isn't.
« Last Edit: January 11, 2024, 06:32:16 AM by zDark Shadowz »

Agony

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Re: Topic for minor issues v6
« Reply #182 on: January 11, 2024, 08:46:55 AM »
Empower Spell is only supposed to multiply the variable part of damage, not any static parts.


zDark Shadowz

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Re: Topic for minor issues v6
« Reply #183 on: January 11, 2024, 12:15:20 PM »
That would be incorrect based on the NWN wiki on Empower Spell, EDIT: Unless the variation of Acid Fog on this server has been calculated based on Expansion pack spell calculations rather than default.

Specifically this part in the notes, though its been noted expansion pack spells have been scripted differently, generally it is as per below.


Further, it has been stated by EO in this link here https://www.nwnravenloft.com/forum/index.php?topic=62294.msg724143#msg724143 that if the maximum damage of a spell is increased then the damage that Warmage Edge can also do should also be increased.

Specifically,
Basically it always doubles the maximum damage output of a spell, hence why it's usually worth it to empower said spell. If the spell can do 10d6*1.5 (max 90), then the bonus from edge can hit 90.

So whether the formula for an empower spelled acid fog is (10 + 2d4 + 18)x1.5 OR it is (10 +2d4)x1.5 + 27 maximum edge, neither are applying at all! The averages through testing are coming through at 40 acid damage before resistances instead of 49, with very little deviation.

If acid fog is being calculated at the expansion packs rules for Empower Spell, then (+2d4x1.5)+10 has an upper limit of 22, so the calculation becomes (2d4x1.5)+10 + 22 = 39.5... so if acid fog is being calculated differently from default NWN spells when it comes to Empower Spell then this makes sense... however this should NOT be the case with acid fog due to the quote from EO over here stating empower spell takes the total and expansion pack spells were fixed to accommodate this. https://www.nwnravenloft.com/forum/index.php?topic=50937.msg622036#msg622036

If so, then that's a different minor issue entirely that needs reporting, that empower spell isn't calculating acid fog correctly at all regardless of Edge if it's not an Edge specific issue.
[/s]
« Last Edit: January 11, 2024, 10:43:56 PM by zDark Shadowz »

EO

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Re: Topic for minor issues v6
« Reply #184 on: January 11, 2024, 07:48:13 PM »
I don't know if it's intended, so I'll post it here.

Empowered acid Fog for Warmages is being calculated at Edge + ( spell )x1.5 instead of (Edge + spell) x1.5

Normally empower spell multiplies the results of the full spell by 1.5x for spells that contain a dice, but the extra edge damage isnt being multiplied.

The expected result of an empowered acid fog for example would be (18 edge + 10+2d4 (spell))x1.5 for 49.5 average damage, but the actual results mirror  18 + (10+2d4)x15 for 40.5.

I'm having similar reduced damage results with disintegrate but the dice are far more testable with acid fog and acid fog also shows the flat base damage within the spell is meant to be multiplied alongside the dice, but it seems the flat edge damage isn't.

The fact empower affects non-variable numerical values is actually a bug in NwN and not how the feat should work (which is why what you showed is a note and not the actual feat description). It's something we could look into and fix.

On POTM, Warmage Edge is applied at the very end, so after Empower Spell, so Empower won't impact Warmage Edge damage, but it will raise the maximal damage that can be dealt via Warmage Edge, so if the spell can deal up to 10d10 damage, and empowered 15d10, the Warmage Edge cap will rise from 100 to 150.

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Re: Topic for minor issues v6
« Reply #185 on: January 11, 2024, 08:23:52 PM »
If you're going to adjust all spells to no longer include the flat damage they contain alongside the dice when Empower Spell is applied, then it'd no longer match the calculation NWN originally gave it, nor the math in source.

https://dnd.arkalseif.info/feats/players-handbook-v35--6/empower-spell--848/index.html

..and empowered bull strength for example instead of being able to roll 3, 4, 6, 7 for its rolls for being (1d4+1)x1.5 [as per the same math used for the magic missile example] would adjust to the values of (1d4)x1.5 +1, causing the new attribute rolls to be 2, 4, 5, 7.

That's going to be awfully depressing to only be able to exceed a maximise or a regular spell 1/4 times.

Perhaps this issue isn't as minor as I thought.. thought it was isolated to either acid fog not calculated correctly, or warmage edge not empowerable and the warmage edge upper limit not increased alongside total potential of spell damage with empower.
« Last Edit: January 11, 2024, 10:42:37 PM by zDark Shadowz »

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Re: Topic for minor issues v6
« Reply #186 on: January 11, 2024, 08:49:11 PM »
If you're going to adjust all spells to no longer include the flat damage they contain alongside the dice when Empower Spell is applied, then it'd no longer match the calculation NWN originally gave it, nor the math in source.

https://dnd.arkalseif.info/feats/players-handbook-v35--6/empower-spell--848/index.html

..and empowered bull strength for example instead of being able to roll 3, 4, 6, 7 for its rolls for being (1d4+1)x1.5 [as per the same math used for the magic missile example] would adjust to the values of (1d4)x1.5 +1, causing the new attribute rolls to be 2, 4, 5, 7.

That's going to be awfully depressing to only be able to exceed a maximise or a regular spell 1/4 times.

Perhaps this issue isn't as minor as I thought.. thought it was isolated to either acid fog not calculated correctly, or warmage edge not empowerable and the warmage edge upper limit not increased alongside total potential of spell damage with empower.

I've dug further and you're mostly correct it seems. In the case of Magic Missile, 1d4 +1 remains a variable numeric effect since the end result is variable (2 to 5), however the bonus from Warmage Edge is applied independently of that variable effect, and thus is not variable numeric effect. In the case of Magic Missile, it could deal (1d4 +1) + up to 5 damage, or empowered, (1d4 +1) * 1,5 + up to 7 damage.

zDark Shadowz

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Re: Topic for minor issues v6
« Reply #187 on: January 11, 2024, 08:58:29 PM »
Then, could we have empowered acid fog fixed to be (2d4+10)x1.5 +upto27, since the edge upper limit should increase? At the moment the average damage is stuck on 39~40 instead of 49~
« Last Edit: January 11, 2024, 10:42:19 PM by zDark Shadowz »

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Re: Topic for minor issues v6
« Reply #188 on: January 11, 2024, 09:23:39 PM »
Then, could we have empowered acid fog fixed to be (2d4+10)x1.5 +upto27, since the edge upper limit should increase? At the moment the average damage is stuck on 39~40 instead of 49~

That's already how it works on POTM.

zDark Shadowz

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Re: Topic for minor issues v6
« Reply #189 on: January 11, 2024, 09:35:12 PM »
edited: Okay, thanks, figured out what I was doing wrong on my end for this spell.
« Last Edit: January 11, 2024, 10:38:52 PM by zDark Shadowz »

Maiyannah

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Re: Topic for minor issues v6
« Reply #190 on: January 13, 2024, 12:55:02 PM »
The confessional candle in the Refuge of Fifth Light is intended to be lit only when someone is attending the confessional.  However, it starts lit, so it is not a useful indicator.
If possible, it would be best to have it start unlit.

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EO

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Re: Topic for minor issues v6
« Reply #191 on: January 13, 2024, 02:08:34 PM »
The confessional candle in the Refuge of Fifth Light is intended to be lit only when someone is attending the confessional.  However, it starts lit, so it is not a useful indicator.
If possible, it would be best to have it start unlit.

I'll fix that.

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Re: Topic for minor issues v6
« Reply #192 on: January 13, 2024, 09:45:05 PM »
This tree before the gates of Raduta Keep does not have collission.
(If its a tileset tree, there's an invisible wall placeable in vanilla you can use to fix it)

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Wilkins1952

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Re: Topic for minor issues v6
« Reply #193 on: January 15, 2024, 10:25:04 AM »
L'atelier de Vetements, The NPCs that work on the weaving items if they transition into the area while you are inside or something resets them they all go stand in this area. Occasionally making it nearly impossible to get out due to blocking the exit



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zDark Shadowz

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Re: Topic for minor issues v6
« Reply #194 on: January 19, 2024, 03:26:05 AM »
Hostile mobs that spawn out of triggers in the lower layer of the ML crypt can end up auto-pathing to you relentlessly despite their inability to actually detect you, is there any way to stop this, or is this intended?


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Re: Topic for minor issues v6
« Reply #195 on: January 19, 2024, 04:34:38 AM »
Hostile mobs that spawn out of triggers in the lower layer of the ML crypt can end up auto-pathing to you relentlessly despite their inability to actually detect you, is there any way to stop this, or is this intended?


Same for the bees in the wasp tower by the way!

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Re: Topic for minor issues v6
« Reply #196 on: January 19, 2024, 05:37:52 AM »
And the ghosts in the ruined temple.

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Re: Topic for minor issues v6
« Reply #197 on: January 20, 2024, 09:36:05 AM »
Hostile mobs that spawn out of triggers in the lower layer of the ML crypt can end up auto-pathing to you relentlessly despite their inability to actually detect you, is there any way to stop this, or is this intended?


It's not intended but there's no way to fix it.

Sinful Mystic

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Re: Topic for minor issues v6
« Reply #198 on: January 23, 2024, 06:26:04 AM »
I do not know if this is a system wide issue or specific to my character but my ocr seems to be awfully buggy. Whenever I encounter a Barovian the game spikes my OCR to put me above the outcast mark (16) despite my influence investment. This has since been compounded by being forced to cast spells in front of them to escape which I should never have had to do. I do not know why my OCR keeps jumping up 3 points but it is very frustrating.

This has happened two days in a row where my outcast rating was green but turned red the moment I encountered a Barovian. Help would be appreciated.

So I still have not heard anything back about this. Near as I can tell Drow OCR was spontaneously raised by 1 as my numbers have now leveled out and I now need 5 more influence to get down to that 15 OCR in Barovia. Is this the case? If so why and why not warn us? I don't mind the OCR challenges at all but it's nice to get a bit of warning when your massive gear investment is about to be undermined. Could we get some clarification on this please?
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Profezzor_Darke

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Re: Topic for minor issues v6
« Reply #199 on: January 23, 2024, 10:14:26 AM »
The old woman regarding the hanged Gundarakite in Berez does so 24/7. I think she deserves a sleep cycle.


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