Circle of Eight Modpack v5.7 Bug Report Thread

Discussion in 'General Modification' started by Gaear, Dec 27, 2009.

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  1. erkper

    erkper Bugbear Monk Supporter

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    Taltamir:
    Ted:
    AFAIK, in TOEE Holy and other alignment-based damage types have always just added regular damage dice of the type the weapon normally deals. Which is a pity, but on the other hand I found games where damage resistance that was RAW alignment based (such as in Knights of the Chalice) somewhat annoying as I ended up trying to carry around ten weapons covering all the bases and would constantly examine my opponents and switch to whatever bypassed that monster's resistance...

    "OK, what does a balor not resist? Switch to my Holy Lightning Burst Destruction Greatsword. Once he's dead, go after the Frost Dragon with my dual Axiomatic Flaming Burst Keen Rapiers!"
     
  2. taltamir

    taltamir Established Member

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    erk, the fact it does extra physical damage instead of holy damage actually makes what you described WORSE.

    A creature with DR 10 / Good means it will soak 10 points of physical damage unless the weapon is good. what does that mean?
    A one handed longsword sword wielded by a str 20 fighter (+5) does 1d8+5 slashing damage. The DR will absorb 10 points of that, so a roll of 3 will result in:
    3+5-10=0 slashing
    and a roll of 8 means
    8+5-10=3 slashing

    If you enchant this sword to be holy (good), it completely ignores said DR...
    so id does 1d8+5 piercing damage and 2d6 holy damage.
    A roll of 3 gives you:
    3+5 = 8 slashing AND 2d6 holy
    a roll of 8 gives:
    8+5= 13 slashing AND 2d6 holy

    Now lets say you use the exact same sword again an evil creature whose DR is 10/adamantine
    You don't bypass its DR so it will absorb 10 points of that, so a roll of 3 will result in:
    3+5-10=0 slashing AND 2d6 holy
    and a roll of 8 means
    8+5-10=3 slashing AND 2d6 holy

    Note that the holy damage is done even if you do NOT bypass its DR unless it explicitly has DR vs holy damage.

    The vast majority of creatures do not have resistances to a plethora of energy types, only a few. By stacking many energy types you can end up doing decent damage to any creature with one basic weapon.
    By having holy damage as actual "holy damage" you are guaranteed for it to bypass the DR of any creature except those who have holy ER (energy resistance); giving you overall increased damage output against every type of creature.

    Lets take a balor for example:
    PHYSICAL damage is reduced by 15 unless it is done by a cold iron weapon with the holy enchantment. It is immune to electricity and fire, and has ER againt acid and cold.

    As you see it has no holy resistance which is the norm, I don't know of ANY creature that has resistance to holy or unholy damage.

    This means a STEEL sword, holy or not, is subject to the DR for its regular damage.
    Lets say you roll max damage on a steel sword which is:
    flaming, frost, shocking, and holy

    1d8+5 slashing damage + 1d6 fire + 1d6 cold +1d6 electric +2d6 holy damage.
    max rolls:
    8+5= 13 slashing + 6 fire + 6 cold + 6 electric + 12 holy.
    Apply DR and ER/I:
    0 slashing + 0 fire + 0 cold + 0 electric + 12 holy.
    Total dealt:
    12 damage

    Now lets assume holy just adds more physical damage:
    1d8+2d6+5 slashing + 1d6 fire + 1d6 cold +1d6 electric
    max rolls:
    8+12+5= 25 slashing + 6 fire + 6 cold + 6 electric
    Apply DR and ER/I:
    10 slashing + 0 fire + 0 cold + 0 electric
    Total dealt:
    10 damage

    This is on max roll, anything less than max roll makes things worse as the DR matters more.
    As you can see, by transforming holy into physical damage you REDUCE its ability to damage things, making it more important to have weapons that match the enemy's type. Because everything and their dog has physical damage resistance, but AFAIK nothing has holy ER

    Certainly, I understand.
    Just wanted to document said issue so that it can eventually be fixed, if possible. Or warned against.

    I understand. although it could probably made much less likely for you to run across it if the burst enchantments are modified to their PnP values. Although it will still eventually be encountered.

    I only tested the Holy Ranseur. But I see no reason why it would be different.
    Holy damage is converted into physical damage of the type of the base weapon.

    It does 2d6 piercing + STR piercing damage +2d6 MORE piercing damage (this bit should be holy), + whatever elemental damage enchantments you have in place. Holy seems to be converted into whatever type the weapon is. I haven't verified its interaction with resistances and reductions. I just looked at the damage list and noticed it.

    [​IMG]
     
    Last edited: Apr 19, 2010
  3. taltamir

    taltamir Established Member

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    Senshock's Robes grant +3 Armor AC and spell resistance 15.
    However their sale value is a mere 9 silver pieces (like any non magical robe).

    Also, Senshock's Robes description says that they grant SR 15, however in actuality they grant SR16.
     
    Last edited: Apr 19, 2010
  4. taltamir

    taltamir Established Member

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    the way TOEE calculates AC a +3 Mithral Chain Shirt would be:
    +4 Armor
    +3 Enchantment

    The problem with that is that if you mix it with robe of the archmagi is that it provides incorrect stacking. The robe of the archmegi provides:
    +5 armor

    Wearing the robe of archmagi with mithril chain shirt +3 would result in
    +5 Armor (robe)
    -- Armor (mithril chain shirt, does not stack with robe of archmegi)
    +3 Enchantment bonus

    The same happens with ANY armor whose base value provides less than +5.
    Also, robe of archmegi provides its bonuses to every wearer of the correct alignment, even if they cannot cast arcane spells.

    Also. the stats of the robe are incorrect... according to SRD:
    +5 armor bonus to AC.
    Spell resistance 18.
    +4 resistance bonus on all saving throws.
    +2 enhancement bonus on caster level checks made to overcome spell resistance.

    What it gives in TOEE
    +5 armor bonus to AC.
    Spell resistance 17.
    +1 resistance bonus on all saving throws.

    Despite costing the full value of the SRD it has been nerfed. (and its not such a great item to begin with... Although the +4 to all resistances will be really nice for sorcerers and bards, as it is less of a choice between +6 cha cloak and +5 resistance cloak)

    EDIT: Senshock's Robes also increase AC incorrectly by stacking with the enhancement bonus on your regular armor.
     
    Last edited: Apr 19, 2010
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    That enchantment stacking thing is an old exploit. I've always wanted to add masterwork plain clothes so you can enchant them, wear them with bracers of armour and go wild.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Sargen and all other reported cases of blue circles of death have been fixed.

    lol, even when he's gone, Morpheus must still suffer from being confused with Moebius2778. Remember how Morph used to bemoan that? Ah, the good old days ... :p
     
  7. wizgeorge

    wizgeorge Prophet of Wizardy

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    He sent me a couple of dlg files that stopped the blue circle with the Scather and elvenmaiden rewards. I think I still have them on a floppy somewhere but it worked. I think him and Liv moved to theWitcher.
     
  8. taltamir

    taltamir Established Member

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    the black jay quest has a bug where if you talk to jaroo about the hemlock, then to black jay about it telling him you will catch the culprit, then talk to the badger and ask him if he has seen anything suspecious and his dialogue will show 3 options, all blank.

    Talking to corl at this point he has nothing to say and you cannot "catch" him.
     
  9. taltamir

    taltamir Established Member

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    grease trips flyers, such as dire bats, causing them to fall out of the sky.
     
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