while working on a new spell, Ray of clumsiness, I seem to have discovered a new bug. It works this way, if your dexterity penalty to AC is greater than the maxdex bonus of any armor you are wearing the maxdex bonus of the armor you are wearing becomes your AC adjustment. For example, A character with dexterity 5 (penalty of 3 to AC) is wearing chain mail(maxdex bonus of +2) their effective AC modifier "due to dexterity" is +2. The same character wearing leather armour would have a -3 ac "due to dexterity" because maxdex bonus for leather armor is +6 which is greater than the 3 point penalty. I haven't tested this a lot but what I have tested confirms it. It seems as though, when wearing armour the absolute value of your dexterity modifier is checked against the maxdex value of your armour. If it is greater you get the maxdex value of your armour as a bonus(ie. a + in all case), if it is less you get your real modifier (whether it is + or -). Needless to say this is really screwed up and makes implementation of Ray of Clumsiness impossible along with being a major glitch in the system. Darmagon
Also add to this stupidity of the rules, by which flat-footed characters get their DEX modifier ignored ( = 0 ) which for low DEX guys actually is a good thing (letsay DEX=6 guy gets -2 normally, but 0 when flat-footed)... Hopeless.
Bah ok ok... This patch disables convertion of the value to absolute for bonuses, so these illogical things mentioned above should be gone. http://files.co8.org/patch/fix_neg_dex_armor.zip