Author Topic: A few questions for the experienced NWN players :)  (Read 14689 times)

Legacy_WhiZard

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A few questions for the experienced NWN players :)
« Reply #180 on: February 09, 2014, 05:23:36 pm »


               Looks like 20/- negative vs. a pure level 40 caster, with the fortitude save assumed to be always succeeded due to the boss' high saving throws.
               
               

               


                     Modifié par WhiZard, 09 février 2014 - 05:29 .
                     
                  


            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #181 on: February 09, 2014, 08:05:00 pm »


               Forgot about this post earlier, Web, sorry, while trying to reply to a dozen or so posts at once.

Quote
WebShaman wrote...

MM, no, I wasn't "bragging" - case in point : The Bowman is a BASE Class, not a PrC (Prestige Class).

I think you can do the math from there, right?  

I'm trying to do the math here and it definitely is looking unfavorable.  Here's what you said earlier (slightly paraphrased for readability):

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WebShaman wrote...

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MagicalMaster wrote...

Longbow because Arcane Archers have to use bows -- and they're the best archers by far. ~snip~


Oh, that is not true.  With the PRC, we can instead go (Bowman stuff).  Which, of course, is a much better Archer.  I now return you to your regularly scheduled thread.

So you're saying that not only is the Bowman a better archer than Arcane Archer, it's also a base class which is superior to a prestige class dedicated to archery?

And this ISN'T bragging about how powerful it is?  What in the world were you trying to say, then?

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WebShaman wrote...

C'mon, give me and us all a break here!  The Shadowdancer is not broken?  Utterly?  Either you give your Bosses and M0bs Truesight, or get HiPS to death!  No cooldown, nothing, just hit that magic button, queue up your stuff, rinse, repeat!

Yes, can give enemies True Seeing or give them high Spot/Listen.  Either will prevent HiPS spam.  Is the feat stupidly powerful versus enemies without True Seeing or high detection?  Sure.  But there are easy solutions (can even do something like give the enemy a spot/listen buff once it sees the stealther for the first time so you can sneak up on them but once you engage you can't use HiPS).

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WebShaman wrote...

There is nothing more broken than this!  And I distinctly remember debates where you mention things like this in the game (and, of course, Dev Crit comes up as well, because it is also broken).

Dev Crit has workarounds too, from crit immunity to immortality to simply disabling the feat.

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WebShaman wrote...

The PRC, however, DOES allow one to at least wrinkle out the Dev Crit problem (because there are ways to deal with the high DC in the PRC NOT available in vanilla, plus the switches, of course).  Also, one can put HiPS on a timer (again, switches) if one so chooses.

Fantastic.  That doesn't change my original point that the PRC brings in a bunch of brokenly overpowered stuff and thus someone should keep that in mind.

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WebShaman wrote...

As for Mods, unbalance, yadda yadda yadda.  The ONLY place where this matters in in Multiplayer (Online).  In SP, all I have to do is activate the Console, or various other means (trainer for overpowered Character, items, whatever) and that basically is all she wrote!  I can even open the Mod, and edit it to my tastes (which I normally do anyway).

The thing is, WebShaman, that simply isn't true (that balance only matters in multiplayer).

Take Mass Effect 2 as an easy example.  On "normal" difficulty all six classes were very viable and powerful.  But due to how they designed the harder modes, "insanity" left two of the classes (and one in particular) significantly behind the other four.  This meant that very few people would play those classes at the top end -- and those who did were typically trying to prove a point about how it was technically doable even if it was twice as hard or whatever.  Said people could sleepwalk through "insanity" on the other four classes, though.

So in Mass Effect 3 Bioware learned from their mistake and deliberately avoided the design that left 1/3 of the classes weak on high difficulties in ME2.  And the result was much better -- and that's all single player.

And yes, you CAN cheat.  But, shockingly enough, most people try to play the game as intended and THEN maybe fiddle around with it for fun.  Maybe you don't.  That's your choice.  But claiming designers shouldn't worry about balance in single player because players can cheat is a terrible argument.

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WebShaman wrote...

Normally when you write something, you do it for a reason.  So...I think it is easy to see why I come to the conclusion you are "dissing" on the PRC due to your word choice, and "color", not to mention hyperbole.

You entered the conversation by eagerly telling us how the PRC had a BASE class that was better at archery than the PRESTIGE class of Arcane Archer (which is already insanely powerful).

I responded by saying

"I'm pretty sure the PRC has a class that will make the Light Hammer the most powerful weapon in the game.  Some people might find it interesting but it's not even remotely balanced (standard NWN certainly isn't close to perfect but PRC makes it far worse)."

So yes, it was some hyperbole, but the point seems quite valid given your statement right before it.  Note that I didn't even say "DON'T USE IT!" but rather said that it wasn't remotely balanced.  And I even said that some people might find it interesting.

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WhiZard wrote...

Looks like 20/- negative vs. a pure level 40 caster, with the fortitude save assumed to be always succeeded due to the boss' high saving throws.

Bingo.  I mentioned the 20 resistance to all earlier and, as WhiZard deduced, the boss had very high saving throws as well.

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ShaDoOoW wrote...

So do you all say, but you didnt event looked whats there, did you?

No, I never really paid any attention to it prior to this thread.  I haven't paid attention to a lot of custom content out there, it's not because I'm actively trying to avoid it.  I simply hadn't run into any major bugs or exploits which I felt needed to be patched due to what I was working on so I didn't really look at it.  Note that this also means I was NOT condemning it prior to this thread either.

But when you mentioned how you broke Empower Spell?  Yes, I started paying more intention.  And I skimmed through the spell changes and became very disturbed when it became clear you were going beyond simple, obvious bug fixes.  And I started saying not to use it.

I mean, maybe I'm forgetting something, but did I ever say anything at all about your patch prior to this thread?

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ShaDoOoW wrote...

And I doesnt care about those discussion on various DnD forums.

Er...
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ShaDoOoW wrote...

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.

???

So you want opinions but you don't want opinions?

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ShaDoOoW wrote...

Some peoples simply want to see it more powerful despite all the logic in the universe. On DnD forums, nobody cares what these peoples believe, its their game, in NWN this is completely different matter and it matters.

I'm going to say this in caps for emphasis:

SO WHY HAVE YOU BEEN INSISTING THAT THE DEFAULT NWN INTERPRETATION IS INCORRECT 
ACCORDING TO ACTUAL DND?

I mean, remember this post?  Especially point #2?

Laying aside point #1 for the moment...

You were WRONG about point #2.  DnD disagrees with you.

You were WRONG about point #3.  The spells in question were added in SoU and spells added LATER did NOT use that function.

Serious question: what would it take to convince you that you were wrong?

Here's my answer for myself: if the feat description specified otherwise I could accept it.  But the description itself (as well as the PHB) clearly state precisely how Magic Missile has the WHOLE thing multiplied.

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ShaDoOoW wrote...

Another question: Does Bioware intented to have to have half spells with (in)direct bonus to the damage behave differently than another half?

Presumably not.  But given the most recent spells used the +50% flat out formula what does that suggest?

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ShaDoOoW wrote...

So. The actual debate whether was this overpowered or not doesnt even matter and Im not willing to continue in it - I got gaming experienced with stacked regeneration and regeneration in general both in low magic and high magic, you doesn't seem to have anyway.

Let's be precise: I have experience in both low magic and high magic exvironments where stacking Regeneration was inferior to simply casting Heal and thus I never stacked Regeneration.  But I acknowledged it as an option for those less skilled and not able to heal effectively mid-combat.

And, if people didn't take max HP per level, Regeneration would be more powerful (which may have been the intent).  A level 20 cleric with 140 (4.5 + 2 per level plus three levels of max HP) HP will find Regeneration more useful than one with 200 HP (8 + 2 per level) since Heal can't heal that much at once.

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ShaDoOoW wrote...

Did this boss had 20/negative and 90/magical? Because the average of 25d8 is imo 112 not 36.

See what WhiZard said.

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ShaDoOoW wrote...

Still applies what Ive said - this boss wasnt meant to be killable by an arcane caster in a first place.

So...basically everyone is terrible against him except an arcane caster and thus you assume he wasn't meant to be damaged by an arcane caster?  What kind of logic is that?

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ShaDoOoW wrote...

Also, a builder must have count with the fact that not every arcane spellcaster has empower magic.

Why?  What arcane caster DOESN'T have Empower Magic?  Having Maximize and Empower are the two most important feats for arcane casters.

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ShaDoOoW wrote...

And this was clearly multiplayer on a PW which 1) never apply CPP 2) will modify anything that they doesnt like if they ever applied CPP in a first place.

Whoa now, I thought you WANTED PWs to use CPP?  Wasn't your whole complaint earlier how you wanted PWs to use it?

And thus I imagine most PWs feel like "If we have to go through and fix a bunch of stuff in the CPP, why bother installing it in the first place instead of just fixing the problematic stuff ourselves?"

NWNCX doesn't require you to fix anything.

NWNTX doesn't require you to fix anything.

NWNX doesn't require you to fix anything.

CCP DOES require you to fix things, apparently.

Can you guess why many people might not bother using it or even be against using it?
               
               

               


                     Modifié par MagicalMaster, 09 février 2014 - 08:09 .
                     
                  


            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #182 on: February 09, 2014, 08:09:34 pm »


               can you folk please take a look at my previous post?

also shadoOow, on the website: http://neverwinterva...y-patch-project
i can see two files named Patch 1.71 Release Candidate 3, one is 33.95mb heavy while the other one is 61.13mb heavy.

However since both files have an identical name, i don't know what the actual difference is?
               
               

               
            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #183 on: February 09, 2014, 08:24:49 pm »


               I'll look at it in a moment, replying in another thread first.
               
               

               
            

Legacy_MrZork

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A few questions for the experienced NWN players :)
« Reply #184 on: February 09, 2014, 08:38:53 pm »


               

Bogdanov89 wrote...

can you folk please take a look at my previous post?


http://social.biowar...7678/8#17869977
I didn't know the answer to all the questions you posted, but I did answer the post and asked for more detail about the questions which might help someone understand more clearly what you are referring to.
               
               

               
            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #185 on: February 09, 2014, 08:46:12 pm »


               aribeth has those "eye swords" during the entire nwn campagin, both in game and on various game art.

google "nwn aribeth sword", the eye is really noticeable.

i thought you were joking when you asked about the eye on aribeth's swords... i mean she was the most popular character during the old original nwn campaign, and her weapons (eye swords) were really well known.
               
               

               


                     Modifié par Bogdanov89, 09 février 2014 - 08:49 .
                     
                  


            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #186 on: February 09, 2014, 08:48:24 pm »


               

Bogdanov89 wrote...

can you folk please take a look at my previous post?

also shadoOow, on the website: http://neverwinterva...y-patch-project
i can see two files named Patch 1.71 Release Candidate 3, one is 33.95mb heavy while the other one is 61.13mb heavy.

However since both files have an identical name, i don't know what the actual difference is?

one is in 7zip format and one with zip... new vault has really bad download list
               
               

               
            

Legacy_MrZork

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A few questions for the experienced NWN players :)
« Reply #187 on: February 09, 2014, 09:05:20 pm »


               Interesting. I had never seen anything actually during game play where I could distinguish the engraving on her sword. Most of the images google comes up with look like they are from box art or maybe the movies that play between chapters. It has never been clear to me why the eye symbol is so prominent in NWN, even aside from Aribeth and Morag, though obviously, I think it's a pretty cool symbol. ;-)

Before she joins the dark side, Aribeth is supposed to be one of Tyr's clerics or paladins (it changes in the OC). Tyr is the god of justice and I think his main symbol are scales and a hammer. But, it's possible that his people also use the eye to represent justice or law. It seems a pretty common law-and-order theme that some powerful authority is keeping watch over everyone else.

It's also possible that the eye means reflects a similar authoritarian theme for the old ones: They are the rulers over all the slave races and the old ones were presented as all-seeing (and all knowing) to keep them in line.

Anyway, that's just speculation on my part. I really think the eye symbolism in the game material is a bit out of proportion to any explanation given in the story. Maybe a bit of googling could reveal more.
               
               

               
            

Legacy_MrZork

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A few questions for the experienced NWN players :)
« Reply #188 on: February 09, 2014, 09:06:29 pm »


               LOL. That didn't take long.
http://social.biowar...7451551#7462349
               
               

               
            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #189 on: February 09, 2014, 09:19:20 pm »


               

Bogdanov89 wrote...

Does putting levels into the champion of torm also provide me witih more spell slots for my paladin spellbook - or do only actual paladin levels count for the additional spell slots for the paladin spellbook?

Only paladin levels count.

Bogdanov89 wrote...

I am having trouble deciding how much charisma does my melee-focused paladin/ChampTorm actually need?

There is a feat called greater smiting: http://nwn.wikia.com...i/Great_smiting
it greatly increases smite evil damage, but it requires 25 charisma - which seems WAY too much to me, perhaps much better damage output would be gained just by putting points into Strength?

What is actually the purpose of Great Smiting... with that high charisma requirement, i don't know why a paladin would ever take it?

Great Smiting allows you to be a one-shot wonder (or technically three shot).  A level 40 paladin with, say, Great Smiting IV will do 200 bonus damage on each Great Smite -- meaning if you landed all three you could do 600+ in three hits without even counting your melee damage per hit.

There are basically two types of paladin.

Charisma Paladins look to make use of Divine Shield and Divine Might.  They also can get Great Smiting and higher AB bonuses when Smiting.  Plus amazing saving throws.  They have higher AC (typically much higher unless it's a very high magic world and/or there's a bard in the group) and can get a massive chunk of completely unresistable Divine Damage...but both of these are limited in duration.  A paladin with 28 base charisma and +12 from gear/abilities would get 15 AC or 15 damage for 90 seconds per use with either 18 or 24 uses per day (depending on if they have extra turning).  Now, given that Haste is +4 AC and you could often get +5 Dodge AC from boots you'd typically only get about an 11 AC bonus out of that 15 (due to the +20 Dodge cap) but that's still a very large increase.  They also get a +15 bonus to all saving throws.

Strength Paladins use a smidgen of Charisma for extra saving throws but they primarily focus on strength for high and consistent AB/damage.  Your AB in particular is higher since Charisma paladins can't increase their AB but your AC is lower and, depending on the enemy, your damage may be lower (something with 50% immunity to all damage will still take full damage from Divine Might).

So it's a question of what you want.  High AB with consistent damage?  Or more AC/saving throws/possibly more damage but with limited durations?

Bogdanov89 wrote...

Paladins seem to lose a lot of usefullness after only 4 levels... am i missing something, or is it really optimal (for melee character) to take just 4 levels of paladin for those feats - and then invest into some other class?

How good is paladin spellcasting anyway?
Is it worth getting all that wisdom just to be able to cast those paladin 4th level/rank spells?

You are missing something -- their spells.  They're really good.

Divine Favor is +5 AB/damage with unresistable damage.  Bless/Aid is 2 extra AB.  Prayer is +1 AB/damage and -1 AB/damage to enemies nearby.  Bull's Strength/Eagle's Splendor/Aura of Glory can buff Strength and Charisma.  GMW turns a weapon into +5.  Death Ward/Freedom of Movement can shield against instant death or slowing/paralyzing effects.

Bogdanov89 wrote...

I noticed champion of torm actually does not give the heavy armor proficiency - is there a penalty to champion of torm if they use heavy armor?

No.

Bogdanov89 wrote...

Is it a good idea (for melee char) to mix Paladin+ChampTorm with a class like Weapon Master or Dwarven Defender or a Fighter (epic weap specialization) or even Barbarian?

Depends on how much spellcasting you're wanting to give up.  You could certainly do something like Paladin 26/Fighter 6/Champ 8 if you wanted.  Weapon Master probably isn't worth it in most cases due to the high feat investment needed.  Not really on Dwarven Defender, but if you're willing to take the Charisma hit I suppose you might be able to make something playable.  DD is something better in large doses, though.

Barbarian...no.  Why would you think Barbarian would be a good combination with Paladin?
               
               

               
            

Legacy_Bogdanov89

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« Reply #190 on: February 09, 2014, 10:12:36 pm »


               thank you for replying.

about barbarian and paladin/torm, i thought like this:

- both classes can use large weapons and heavy armor, hence i can completely skip dexterity (not needing two weapon fighting and full plate negates nearly all dexterity bonus to ac).

- both classes have strong self buffs, barbarian rage is very strong even at just 1 level of barbarian.
Put together, palad/barb/torm can really really buff itself to some really nasty levels of power '<img'>

- torm provides a lot of bonus feats (just like fighters), and it also nicely works with paladins.

- torm gives a lot of saving throws and useful abilities, while barbarian gives nice passive damage reduction and even passive run speed '<img'>

- all classes receive a very high amount of hit points per level, as well as highest attack bonus

- the alignment restriction can easily be skipped with very minor character editing, and i can leave intellect/dexterity very low so i can properly cover wisdom and charisma for paladin/torm.

- overall, i can't see a reason why something like 15 paladin/ 15 barbarian/ 10 torm would not work.
Might not be perfect, but i think the interaction between those 3 classes can be very fun '<img'>
               
               

               
            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #191 on: February 09, 2014, 10:23:58 pm »


               

Bogdanov89 wrote...

- both classes can use large weapons and heavy armor, hence i can completely skip dexterity (not needing two weapon fighting and full plate negates nearly all dexterity bonus to ac).

Barbarians can't use Heavy Armor by default as an FYI.  You'll also still want 12 Dexterity to avoid losing AC.

Bogdanov89 wrote...

- both classes have strong self buffs, barbarian rage is very strong even at just 1 level of barbarian.

Barbarian Rage is pretty awful due to the +12 stat limit.  At best it's 2 AB, 2 damage, and twice your level in HP at the cost of 2 AC.  But usually you'll be able to get +12 strength from gear and buffs which means you can no offensive benefit.  You'll also get no defensive benefit if you can get +12 con, which leaves...just -2 AC.

Bogdanov89 wrote...

- torm provides a lot of bonus feats (just like fighters), and it also nicely works with paladins.

Unless you're Smiting or Laying on Hands Champion of Torm has no special synergy with Paladins.  Lay on Hands is typically irrelevant too.

Bogdanov89 wrote...

- torm gives a lot of saving throws and useful abilities, while barbarian gives nice passive damage reduction and even passive run speed

Torm gives saving thows but these throws count against the +20 saving throw cap while the Paladin's bonus from charisma does not.

The passive run speed on Barbarian is irrelevant since it doesn't stack with Haste.  Their damage reduction is also pitiful without a lot of levels -- your level 15 Barbarian would only reduce 2 damage per hit.

Bogdanov89 wrote...

- overall, i can't see a reason why something like 15 paladin/ 15 barbarian/ 10 torm would not work.
Might not be perfect, but i think the interaction between those 3 classes can be very fun '<img'>

Barbarian is doing nothing but detracting from that build in most environments.  You're better off with more Paladin levels for more feats, more spells, longer spell durations, and protection against dispelling, more Champion of Torm levels for more feats, Divine Wrath (if you're going Charisma based), and more saving throws, or Fighter levels for Epic Weapon Specialization and more feats.

Alternatively, levels in Rogue or Monk would give Evasion and access to Tumble (and UMD for Rogue) if you don't care about alignment/RP issues.
               
               

               
            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #192 on: February 09, 2014, 11:20:07 pm »


               Seriously, this starting to be really exhausting. Im repeating the same thing over and over for almost six pages and you still dont understand.
Quote

Quote
WhiZard wrote...

Looks like 20/- negative vs. a pure level 40 caster, with the fortitude save assumed to be always succeeded due to the boss' high saving throws.

Bingo.  I mentioned the 20 resistance to all earlier and, as WhiZard deduced, the boss had very high saving throws as well.

ok fine, I havent realized this fact, the empowered FoD would in this case be in vanilla really the most effective spell.
It doesnt change anything though. I already covered this case in my response on page 5 last post, the paragraph starting with words "Yes I havent experienced that". All this continuing debate did not prove I was wrong in that answer nor that CPP would have serious impact on the builders design and intend. It definitely has an impact on the player behavior and tactic and I never argued about that. What doesn't? Even the AI fixes itself has a big impact on a gameplay and I would say that even way bigger.

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Quote
ShaDoOoW wrote...

So do you all say, but you didnt event looked whats there, did you?

No, I never really paid any attention to it prior to this thread.  I haven't paid attention to a lot of custom content out there, it's not because I'm actively trying to avoid it.  I simply hadn't run into any major bugs or exploits which I felt needed to be patched due to what I was working on so I didn't really look at it.  Note that this also means I was NOT condemning it prior to this thread either.

But when you mentioned how you broke Empower Spell?  Yes, I started paying more intention.  And I skimmed through the spell changes and became very disturbed when it became clear you were going beyond simple, obvious bug fixes.  And I started saying not to use it.

I mean, maybe I'm forgetting something, but did I ever say anything at all about your patch prior to this thread?

Yea thats it. So even when you heard about it and that its supposed to be a general patch just like the official were, you were never thought you might need it, or it can have any value to you or that it could be something of a good value. It wasnt created by bioware so why bother right? What youve said only proves my point. You are the one of those hypocrites that never wanted to use CPP and never will and always find an excuse why to condemn this project in general.

And I realized this soon after 1.70 release when hell lot of critique erupted. So, after that I no longer gives a shat about peoples like you and what you want. You will never be satisfied and you will never use it despite all your claims.

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Quote
ShaDoOoW wrote...

And I doesnt care about those discussion on various DnD forums.

Er...
Quote
ShaDoOoW wrote...

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.

???

So you want opinions but you don't want opinions?

You misunderstood me in a first place. I want opinions of peoples who uses this project. Current behavior is imo based on whats Bioware intented. And it works pretty well. To me on high magic we experienced that these spells changed (only listing those who are calculated wrong per DnD rules now):
- ability buffs: empower caused the minimum increase to be +2 not +3, while players argued about this a lot this proved to be a great change that reduced the advantages of casters against noncasters
- spell mantle: fact that empowered spell mantle no longer trumps the Greater spell mantle is imo another plus.

Difference in the few remaining spells with direct bonus made no spotable difference in gameplay.

So Iam asking those who have CPP installed and uses it whether they do think a correction of these spells is needed. They are incorrect, but to me actual behavior seems to be more balanced anyway.

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ShaDoOoW wrote...

Some peoples simply want to see it more powerful despite all the logic in the universe. On DnD forums, nobody cares what these peoples believe, its their game, in NWN this is completely different matter and it matters.

I'm going to say this in caps for emphasis:

SO WHY HAVE YOU BEEN INSISTING THAT THE DEFAULT NWN INTERPRETATION IS INCORRECT 
ACCORDING TO ACTUAL DND?

I mean, remember this post?  Especially point #2?

Laying aside point #1 for the moment...

You were WRONG about point #2.  DnD disagrees with you.

You were WRONG about point #3.  The spells in question were added in SoU and spells added LATER did NOT use that function.

Serious question: what would it take to convince you that you were wrong?

Here's my answer for myself: if the feat description specified otherwise I could accept it.  But the description itself (as well as the PHB) clearly state precisely how Magic Missile has the WHOLE thing multiplied.

You are totally off and dont understand this issue at all. You are tallking about things that has no meaning to this since a page of 1. When do you realize that?

Apparently you never understood what I meant with this exact post. I should have been perhaps more detailed maybe it would avoided the next six pages of misunderstoodment.

So lets be detailed about #2. I NEVER CLAIMED the direct bonus to the damage (maggic missile example) is not meant to be added to the calculation. I actually pointed out about this fact in the same post below!!!! What I meant is that the indirect bonus, the +1 per X levels isnt meant to be added into calculation. Do you see anywhere in the DnD rules otherwise ? (On the other hand there is no direct proof (there hell lot of indirect ones) of the opposite thats why Ive suggested also discussions about this matter.)

Re: #3. Right I was wrong. It really wasnt introduced in HotU but SoU. Not too big difference but if all you are up to is catch me lying (as it looks like) then congratulations youve did! Second part of your claim is not correct. Three spells from HotU uses the MaximizeOrEmpower function directly, one spell from OC was updated in HotU release to use this function (melfs acid arrow) and one another spell was updated in patches (vampire touch) to use this function too.

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ShaDoOoW wrote...

Another question: Does Bioware intented to have to have half spells with (in)direct bonus to the damage behave differently than another half?

Presumably not.  But given the most recent spells used the +50% flat out formula what does that suggest?

Wrong. Most recent spells uses both the MaximizeOrEmpower and flat out formula. Fact that none of those spells that uses MaximizeOrEmpower has an (in)direct bonus to the damage doesnt prove anything - lucky coincidence imo, same suggesting the SoU spells which partly uses flat out formula as well but the (in)direct damage is excluded anyway.

I can also add a guess why its that. HotU was released soon after SoU. This means that both expansions were developed simultaneously, by a different developers.

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ShaDoOoW wrote...

Still applies what Ive said - this boss wasnt meant to be killable by an arcane caster in a first place.

So...basically everyone is terrible against him except an arcane caster and thus you assume he wasn't meant to be damaged by an arcane caster?  What kind of logic is that?

I thought you mean that you only holded him before you party members clean the surroundings. So you really killed him yourself? and you was able to only because of empowered FoD? Noone else could harm him?

If thats the case and the boss was desinged to be killed specifically with a sorcerer (not wizard clearly, too less spells) with maximized charisma, with empower/maximized/still spell and one exact tactics, then you can add my claim to your list of where I was wrong.

Still, I dont accept this as a proof that the change in empower could break someone's module. Hardly.

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ShaDoOoW wrote...

And this was clearly multiplayer on a PW which 1) never apply CPP 2) will modify anything that they doesnt like if they ever applied CPP in a first place.

Whoa now, I thought you WANTED PWs to use CPP?  Wasn't your whole complaint earlier how you wanted PWs to use it?

And thus I imagine most PWs feel like "If we have to go through and fix a bunch of stuff in the CPP, why bother installing it in the first place instead of just fixing the problematic stuff ourselves?"

NWNCX doesn't require you to fix anything.

NWNTX doesn't require you to fix anything.

NWNX doesn't require you to fix anything.

CCP DOES require you to fix things, apparently.

Can you guess why many people might not bother using it or even be against using it?

First. You are wrong about NWNX, NWNTX and NWNCX. Its clear that you dont use them so stop talking about these packages.

Second. I would like that PWs would have used CPP, but I soon realized this never happen because of peoples behind them. I asked several PW admins why they wont use CPP and watched few forums where players brought CPP up and PW Admin told them why its bad idea and why they shouldnt use it.

All these peoples behind PWs are those who you do represent MM. They all thinks they eat the wisdom of the whole world and they think, that they doesnt need it, that theyve fixed everything on their own long time ago, that their PW is too advanced to accept something like this, that they know better, that its not official neither "community" product, that it shouldnt add this and that, that they are better fix everything themselves one by one from vault and so on.

EXCUSES.

Those who like and support the idea will always find a way to use it. Those who not will always find an excuse why not. Every patch even the previous contained (balance) changes that lot of peoples disliked. Their either overriden them or accepted them. Now they do neither - I say the fault is on their side.
               
               

               


                     Modifié par ShaDoOoW, 09 février 2014 - 11:24 .
                     
                  


            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #193 on: February 10, 2014, 12:10:32 am »


               

ShaDoOoW wrote...

First. You are wrong about NWNX, NWNTX and NWNCX. Its clear that you dont use them so stop talking about these packages.

Reeeeeeaaaaaally?

'Image

Would you like to guess again?

Now, I technically haven't used NWNX yet, but I *will* for a PW where it would help.

ShaDoOoW wrote...

Seriously, this starting to be really exhausting.

*Starting* be to be exhausting?  Been exhausting for a while now.

ShaDoOoW wrote...

All this continuing debate did not prove I was wrong in that answer nor that CPP would have serious impact on the builders design and intend.

How did making Empower Finger of Death do 26% less damage overall (and only 11% more than the normal version) improve the game at all?

Saying "it didn't have a serious impact" doesn't matter.  There needs to be a BENEFIT to change something.  I mean, you could technically change Heal to only heal 90% of your max HP and it wouldn't have a serious impact.

ShaDoOoW wrote...

So even when you heard about it and that its supposed to be a general patch just like the official were, you were never thought you might need it, or it can have any value to you or that it could be something of a good value.

When I heard about it I was busy building stuff of my own and didn't want to risk getting behavior in my work that would be different from the behavior of people playing my work unless the CPP offered massive improvements somehow.

And since I hadn't noticed anything in NWN that made me think "Yeah, I really wish Bioware had patched that" (that I couldn't easily fix myself or figured wasn't fixable) I didn't think it was worth the risk.  Simple as that.

Maybe I'm wrong about the benefits.  I'm willing to admit that if the evidence shows it.  But that's why I wasn't particularly interested when I first heard about it and never really paid it any heed until this thread.

ShaDoOoW wrote...

They are incorrect, but to me actual behavior seems to be more balanced anyway.

Empowered Finger of Death doing 11% more damage seems more balanced to you?

ShaDoOoW wrote...

So lets be detailed about #2. I NEVER CLAIMED the direct bonus to the damage (maggic missile example) is not meant to be added to the calculation. I actually pointed out about this fact in the same post below!!!! What I meant is that the indirect bonus, the +1 per X levels isnt meant to be added into calculation. Do you see anywhere in the DnD rules otherwise ? (On the other hand there is no direct proof (there hell lot of indirect ones) of the opposite thats why Ive suggested also discussions about this matter.)

...

So if you think Magic Missile is SUPPOSED to be (1d4 + 1) * 1.5 then why in the world did you change the ability buffs which have the exact same formula?

And just so your stance is clear, you believe the following for a level 40 caster?

1. Magic Missile: (1d4 + 1) * 1.5
2. Bull's Strength (1d4 * 1.5) + 1
3. Inflicted Critical Wounds (4d8 * 1.5) + 20
3. Bigby's Clenched Fist (1d8 + 11) * 1.5
4. Finger of Death (3d6 * 1.5) + 40
5. Bigby's Crushing Hand (2d6 + 12) * 1.5

Do you not see how inconsistent that is?

ShaDoOoW wrote...

I thought you mean that you only holded him before you party members clean the surroundings. So you really killed him yourself? and you was able to only because of empowered FoD? Noone else could harm him?

If thats the case and the boss was desinged to be killed specifically with a sorcerer (not wizard clearly, too less spells) with maximized charisma, with empower/maximized/still spell and one exact tactics, then you can add my claim to your list of where I was wrong.

Like I said, some other people (like AAs and high strength meleers) could scratch him but barely and you were expected to bring a wizard/sorcerer who would be the main nuker.  Turned a 10-15 minute fight into a 2 minute fight.  Wizard only has 1 less spell per level so both could function in that role.

I didn't bring up this example because I think it's an example of a good fight.  I brought it up as an example of precisely when the damage from Empower matters -- because you were claiming that the only purpose of Empower for Finger of Death was simply more casts and the damage wasn't ever important.

And I kept claiming that it in some cases it WAS really important, even if it was rare.
               
               

               


                     Modifié par MagicalMaster, 10 février 2014 - 12:12 .
                     
                  


            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #194 on: February 10, 2014, 12:30:08 am »


               

MagicalMaster wrote...

Reeeeeeaaaaaally?
Would you like to guess again?

Now, I technically haven't used NWNX yet, but I *will* for a PW where it would help.

Then you perhaps noticed that compiling scripts with NWNTX sometimes changes their behavior, throws errors etc. Builder must fix this. NWNX often totally changes game, our linux geek on Arkhalia installed nwnx_defense and this changed lot of things that wasnt even documentet anywhere - we had to modify the plugin itself to get rid of them (pickpocket DC change in particulary).

So to your argument.

Empowered Finger of Death doing 11% more damage seems more balanced to you?

So if you think Magic Missile is SUPPOSED to be (1d4 + 1) * 1.5 then why in the world did you change the ability buffs which have the exact same formula?

This is waste of time. It doesnt look like you will understand it ever. Please read all my posts again. Ive explained everything already ten times.

And just so your stance is clear, you believe the following for a level 40 caster?

1. Magic Missile: (1d4 + 1D) * 1.5
2. Bull's Strength (1d4 * 1.5) + 1 (1d4 +1D) * 1.5
3. Inflicted Critical Wounds (4d8 * 1.5) + 20I
3. Bigby's Clenched Fist (1d8 + 11D) * 1.5
4. Finger of Death (3d6 * 1.5) + 40I
5. Bigby's Crushing Hand (2d6 + 12D) * 1.5

Do you not see how inconsistent that is?

No I see a strong consistency. And even if it wouldn't been consistent, and even if the adding everything into empower calculation was more consistent solution it wouldnt changed anything. I already explained why I did what I did and how is this supposed to work in DnD rules.

EDIT: fixed the error you had there and I didnt noticed the first time. Also marked with letters D-direct and I-indirect to help you see it.

EDIT2: to make it clearly seen for all even those who skipped the whole 8pages:

Vanilla behavior (lvl 40caster in calculation):

1. Magic Missile (1d4 + 1D) * 1.5
2. Bull's Strength (1d4 +1D) * 1.5
3. Cure Critical Wounds (4d8 + 20I) * 1.5
4. Inflicted Critical Wounds (4d8 * 1.5) + 20I
5. Bigby's Clenched Fist (1d8 * 1.5) +11D
6. Finger of Death (3d6 + 40I) * 1.5
7. Bigby's Crushing Hand (2d6 * 1.5) + 12D
8. Spell mantle (1d8 + 8D) * 1.5
9. Circle of doom (1d8 + 40I)  * 1.5 + 40I


CPP behavior based on Bioware possible intent

1. Magic Missile (1d4 * 1.5) + 1D
2. Bull's Strength  (1d4 * 1.5) + 1D
3. Cure Critical Wounds (4d8 * 1.5) + 20I
4. Inflicted Critical Wounds (4d8 * 1.5) + 20I
5. Bigby's Clenched Fist (1d8 * 1.5) +11D
6. Finger of Death (3d6 * 1.5) + 40I
7. Bigby's Crushing Hand (2d6 * 1.5) + 12D
8. Spell mantle (1d8 * 1.5) + 8D
9. Circle of doom (1d8 * 1.5) + 40I


DnD rules correct behavior:

1. Magic Missile (1d4 + 1D) * 1.5
2. Bull's Strength (1d4 +1D) * 1.5
3. Cure Critical Wounds (4d8 * 1.5) + 20I
4. Inflicted Critical Wounds (4d8 * 1.5) + 20I
5. Bigby's Clenched Fist (1d8 + 11D) * 1.5
6. Finger of Death (3d6 * 1.5) + 40I
7. Bigby's Crushing Hand (2d6 + 12D) * 1.5
8. Spell mantle (1d8 + 8D) * 1.5
9. Circle of doom (1d8 * 1.5) + 40I


               
               

               


                     Modifié par ShaDoOoW, 10 février 2014 - 02:41 .