ShaDoOoW wrote...
No I didnt tried it in those times, why should it change anything? But... I took that work to try it again just to proof again and it doenst work of course, why it should really?
I assume this means you don't know what weird commands like this do to "recalculate". If you do then simply ignore the following discussion.
--- Effect Stacking and Recalculation---
Ever wonder why occasionally effects when added in different orders can produce differing results?
Take for instance damage immunity increase/decrease for example.
First define 3 damage immunity effects
2 will resist 60% fire and 1 will give 40% vulnerability. (Make sure the two 60% are gotten separately, otherwise removing one will remove them both).
Now look at the two different progressions of applying effects.
Progression 1
1. Add a 60% increase (Damage immunity is now at 60%)
2. Add a 40% decrease (Damage immunity is now at 20%)
3. Add a 60% increase (Damage immunity is now at 80%)
4. Remove a 60% increase (Damage immunity is now at 20%)
Progression 2
1. Add a 60% increase (Damage immunity is now at 60%)
2. Add a 60 % increase (Damage immunity is now at 100%)
3. Add a 40% decrease (
Damage immunity is now at 60%)
4. Remove a 60% increase (Damage immunity is now at 20%)
What just happened?
The system when it adds effects often procedes recursively. I add 60% to 60% and reach the cap at 100%. I subtract 40% from 100% and get 60%. Even the damage applications do not call the system to look at all the effects, however removing an effect will cause the system to do a recalculation. When a recalcuation is performed all the related effects are re-totaled and then the cap is applied at the end.
Example 2 Monk/Barbarian speed
Monk and Barbarian speed are the more noticable recursives as they do not need a cap to show their unusal traits. Note: monk and barbarian speed bonuses do not stack.
Consider a level 3 monk that is given mass haste and expeditious retreat.
Normal speed: 1.1 * base speed
Mass haste speed: 1.75 * base speed
Expeditious and Mass haste speed: 2.725 * base speed
Speed after removing either haste or expdetious retreat: 1.6 * base speed.
What happened?
Monk/barbarian speed is an added percent of base speed while effects are multiplicative.
The system uses the following equation to go from one application to the next:
New speed = Old speed * (new effect multiplicative factor) + monk/barbarian speed.
*Note the new speed is capped at 1.5 * base speed, unless the target has monk speed in which case the cap is (3.0 + monk bonus) * base speed.
For our example then
The first speed is the simple 1 + 0.1 = 1.1
The second is 1.5 * first + 0.1 = 1.75
The third is 1.5 * second + 0.1 = 2.725
The fourth is a removal and thus performs a recalcuation.
For speed the recalculation is to multiply all the effects in adding the monk/barb bonus in once thereafter.
So at step four we would have 1.0 (normal) * 1.5 (effect remaining) + 0.1 (monk bonus) = 1.60
---- Summary ----
The game often does not look at the character but often does recursive math when stacking effects. The removal of an effect that would influence the calculation will call for a recalculation; otherwise the game is quite happy to consider the "recursive score" for its damage, speed and other calculations.
A good fix for telling the game to perform a recalculation is to apply a short lasting (e.g. 0.1 second) effect that would influence the relevant calculation so that its immediate removal would trigger a recalculation.
But same as monk speed I havent tried in on NPC only on PC, also why since you can set ability/speed directly in toolset? It has no effect on non-monk PC, what the advantage of it on NPC?
Adding monk speed may not trigger the necessary recalculation. Non-monks with monk speed benefit not from the speed bonus, but rather from the speed cap (1.5) being increased (to 3.0 + monk bonus). This allows for faster travel than haste.