Pstemarie wrote...
You've got the calculations for DnD rules correct behavior wrong on some of those examples. The calculations, assuming a 40th level caster (per your example) should be...
3. Cure Critical Wounds (4d8 +20) * 1.5
4. Inflict Critical Wounds (4d8 +20) * 1.5
6. Finger of Death (3d6 +25) * 1.5
9. Circle of Doom (1d8 +40) * 1.5
Read the FAQ. The value of the variable is what is multiplied by Empower Spell. You don't just multiply the die roll in these cases, as the value of the variable is the die roll + X amount per caster level. This is how Empower Spell works in DnD and how it should work in NWN.
Thank you! Another voice of sanity!
Shadow, MAGIC MISSILE scales with caster level if you didn't notice.
The formula is ((casterlvl + 1)/2) + ((casterlvl + 1)/2)d4. It's 1d4+1 at level 1, 2d4 + 2 at level 3, and so on.
I mean, you'd agree that a spell that does (1d6 + 1) per caster level (so 4.5 average damage) should get the full 50% bonus, right? (1d6 + 1) * 1.5 * caster level
The whole idea is X = formula. X is the variable that can change. It doesn't matter if the formula is 10d6 or 2d6 + 12 or (1d6 + 1) per level or 3d6 + 2 per level, all of those have an X value that varies and thus the X value should get a 50% boost.
Pstemarie wrote...
This is the main reason I STOPPED using CPP - too many changes that no longer reflect the PnP rules upon which the game is based. Instead they reflect ONE person's view of how NWN should work. Granted, I could easily overwirte those changes via my module scripts, but why would I want to. Such an endeavor is a colossal waste of time for me - time that can be better spent doing other things.
Precisely. Both of us would be willing to use the CPP, but not when we have to waste our time overwriting stuff Shadow changed. It's just not worth it.
ShaDoOoW wrote...
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).
I haven't noticed anything with NWNTX, it's possible I just lucked out or something.
ShaDoOoW wrote...
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.
No, see above.
WebShaman wrote...
It is not, however "utterly broken", or any such nonsense. It is just a Base Class that is centered around using a Bow. I find it to be a better Archer, because one doesn't have to be an Elf, and one doesn't have to have any Arcane elements (re: Sorc, Wiz, Bard, etc).
That makes it an easier to access archer, not a better archer. You pretty much said "Why go Arcane Archer when Bowman is better?" which absolutely implies the Bowman is more powerful.
WebShaman wrote...
Now you are just trolling us. You know as well as I do about the HiPS Queue tactic. So Spot/Listen won't really help here. It still ends up in the queue being emptied, so that the opponent just stands there, ready to be HiPSed again. It really comes down to either giving everything perma True Sight or getting waxed. It is something that has been discussed ad infinitum! That, and Dev Crit, of course.
Define "HiPS Queue tactic" because perhaps I don't.
I'm used to people doing something like...
1. Sneak up on opponent
2. Do opening flurry from stealth
3. Immediately click someplace else (or hit "stop attack") to clear the queue and the hit HiPS
4. This causes mob to lose track of you, usually before responding at all
5. Go back to step 2 and repeat until they're dead
And that tactic definitely doesn't work on mobs with high Listen/Spot, I went and tested it before I posted it. They'll just ignore the fact I hit HiPS and keep attacking me. Even fiddled with adjusting Dex and Wis scores on my character and the enemy with Debug mode for different scores of detect/stealth.
WebShaman wrote...
As I never said anything about balance related to anything in regards to what you mention, I'll just let your Straw Man burn.
Are you claiming you never said, and I quote:
"As for Mods, unbalance, yadda yadda yadda. The ONLY place where this matters in in Multiplayer (Online)."
I took this to mean "It doesn't matter if the PRC (or anything else) unbalances a single player module or game because you can cheat anyway, it only matters in a multiplayer environment." Did you mean something else?
Modifié par MagicalMaster, 10 février 2014 - 11:35 .