ShaDoOoW wrote...
Peoples we are talking about have never used the patch and never will, they just read the changelist and laughed how stupid it is, they are convinced they doesnt need CPP for anything, that their worlds are too advanced to use it and that they are better to fix everything on their own in their modules. I realized I cannot please them so I am no longer trying.
I disagree with this.
People use NWN Client Extender.
People use NWNX.
But I think people are worried about unintended changes (or even some intended changes, especially balance wise) and the fact that apparently a lot of bugs would be UNfixed if a few scripts were mofidied for completely unrelated reasons (like the AI code thing you mentioned).
If the CPP restricted itself to stuff like Firestorm or AI bug fixes (and preferably didn't have the colored icons as those really bug me) and it apparently wasn't easy to "break" many of the fixes I think a lot of people would be open to using it, myself included.
ShaDoOoW wrote...
EDIT: However, to be honest, I didn't noticed till you brough this up, that there is Magic Missile mentioned in the Empower spel lfeat description and that description is empowering the +1 direct bonus together. Quite a good reason to perform the correction based on the DnD then, still to do it, I need more votes/opinions on this regard.
Yeah, that's kind of a big one.
If you want more opinions look at the link I provided earlier (
here) and I gave a bunch of quotes from both it and other discussions.
But let's also make this really simple.
It's clear from BOTH the NWN description AND the PHB (apparently page 93) that Magic Missile is SUPPOSED to be (1d4 + 1) * 1.5 for Empower Spell.
Therefore, Bigby's Clenched Fist, which is 1d8 + 11, should CLEARLY be (1d8 + 11) * 1.5 for Empower Spell by the exact same logic. Likewise, Bigby's Crushing Hand, which is 2d6 + 12, should CLEARLY be (2d6 + 12) * 1.5 for Empower Spell.
I bring these up specifically because they are the ONLY spells in ALL of NWN that actually act differently than +50% overall when Empowered according to you (every other spell which shares that function does not have any constants or even level based constants).
So the ONLY spells that Bioware apparently thought should act differently are CLEARLY incorrect based on the very example given for how Empower Spell works. Note that neither of these spells even CAN be Empowered or Maximize -- so I suspect Bioware introduced the flawed formula, fixed it for all of the other spells (by making it +50% period), and didn't bother changing those two Bigbies since no one would ever notice the Empower Spell was wrong (since no one could Empower them in the first place).
ShaDoOoW wrote...
Bring me some proof that the balance change I've done in Monstrous regeneration, Bombardment, the new features I added into Implosion (immunity), Sunbeam/Sunburst (plant/oozes), Hellball (possibility to exclude caster if cast right) and something else I forget now or dont consider as a balance change at all breaks something.
That's something I'd have to look more into (to see exactly what was changed and how it was changed).
Also, Suburst just says:
"Sun burst
- was missing delay in VFXs (delay was there, but wasn't ever initialized)
- was missing saving throw VFX
- killing method could fail in special case (magic damage immune/resistant vampire)"
looking at the 1.70 documentation, at least. Nothing about plants or oozes. Was that changed in a later version or something?
ShaDoOoW wrote...
I am not fixed on a single gaming environment I do enjoy and play (very very high magic) - afterall if I were why would I "nerfed" so many spells? On the contrary you seems to be, for example the regeneration stacking is extremely overpowered in a low-magic harsh type of world (where usually Heal is nerfed) - way more than in a high magic environment where a lvl 30+cleric has around 40 slots for healing and 10 for extended regeneration.
You can like high magic and still think IGMS does too much, for example.
I'm definitely not convinced that regeneration stacking on low level worlds is extremely overpowered. If Heal was changed to be 10 HP per level with a cap of 150 while Regeneration healed 6 HP per round for rounds per level, no cap, then it could possibly become a problem if it was an epic world and the Cleric was extending it but I doubt even that. Precisely because on a such a low level world the incoming damage is likely to be light and the Cleric will spend large amounts of time at full health and thus waste the regen.
And the fact you think that clerics having 25+ spell slots per level is in any way shape or form somewhat typical of even high magic environment is very telling. I have seen ONE server or campaign where you'd expect more than 10-12 spells per level and that was Higher Ground.
ShaDoOoW wrote...
Re: Empowered Finger of Death. I believe you that thats what youve did. But I actually already covered this in my previous posts: How many hitpoints this boss had then? Because if he had a damage resistance 20/negative and immunity to everything, all you could possibly do to him, if lucky was around 100damage with empowered FoDs. Unless you had unlimited number of them in which case it takes you only a longer with CPP. And the statistics of this boss suggest its some really harsh uberboss on epic levels, which suggests that he wasnt even meant to be killed by FoDs probably not by a arcane caster at all.
Each empowered FoD would do about 56 damage and I could cast about 10. So that's 560 damage. I still had another 10 Horrid Wiltings for 36 damage (360 + 520 = 880). And then another 10 Fingers of Death for about 30 damage each (880 + 300 = 1180).
So probably about 1200 HP or so I think. It's been a long time and I'm making rough guesses at a lot of these numbers. And yes, it was supposed to a "tough" boss meant for a group -- I nuked him while others distracted him and chipped away at him a little bit. Personally I think it was stupid design but that's how I managed to damage him -- and the fact I could put out "all" of that damage guaranteed in 90 seconds meant I was the best person for damaging. Super high AC, crit immunity, and physical damage resistance/reduction meant meleers didn't do much.
Your version of Empower would change 1180 number I calculated to 980 -- or a 17% reduction in my ability to damage that boss and that's with Empower only affecting one of the three spell levels being used (which happens to make up 44% of the total damage).