Damage shields

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JesterOI
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Post by JesterOI »

It doesn't seem to work against ice wolves ice breathe...
I'll check again though.
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JesterOI
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Post by JesterOI »

Tested it again.

Looks like it gives 5 elemental resistance, 50 points total.
Definitely not 50% immune.
Was level 17 when I tested this, pure wiz.

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seriouslynow
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Post by seriouslynow »

nice rolls. granted the first one was a 1, the next 4 had 3 20's and a 19. I guess I never expected much from Ewoks the first time I saw Return of the Jedi but they proved me wrong then and continue to do so :lol:

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Post by Flailer »

How much damage are the cones of cold doing after the shield drops? Around 30 seems to be what I remember...

If that's the case, then looks like you're getting some immunity.
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Post by JesterOI »

After the 50 resistance points run out the shield dissipates.

No immunity on it at all.
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Post by LinuxPup »

I've verified the same as Jester... it reminds me of the Tiefling's 20% immunities, which is actually just resist 5.

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Maankin
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Post by Maankin »

Would it be possible to make acid sheet usefull again? Maybe make it 20 + 1/2 levels or 10 + 1/level. 40 or 50 dmg at level 40 isn't really spectacular.
As it is now it's almost useless, I tested it yesterday for the first time with my lvl 21 wizard and it did 17 dmg a hit or so, where I received 20+ dmg a hit with premonition on and 120 hp.
It would be a nice spell against shadowdancers.
What we have now is:
* invisibility: which is not very usefull against a rogue or monk with some points in listen and can be very easily canceled with see invisibility etc. and is gone after your first spell.
* summons with true vision, looks a valid strategy, but when you can be killed in 3 or 4 rounds and you can't control what they do (we all know the case where you are under attack and your summon decides to go after a group of enemies you can barely see in the distance (and commands seem to take a round or so to take effect) or the case where the dragon knight casts 5 harms on the same target )) they are not very reliable.
* area of effect spells (as you can't cast a spell directly on a shadowdancer as HIPS doesn't take an action): most are reflex based so barely usefull against a rogue or monk. Leaves us with spells like:
** horrid wilthing: does ~100 dmg a shot (decent but just too little to survive an encounter and the SD could be anywhere)
** Horizikaul's Boom: don't know if it breaks hide, would be nice and logical if it did, (you can't hide if you're lying on the ground), still useless against a monk.
** mind spells ( Evard's Black Tentacles, stinking cloud, fear, ..), the DC is a bit low (and they are easily countered by a level 1 spell), and useless against a monk
** death spells: wail of the banshee: seems to be the only "reliable" option (for rogues, monks save always) until the DC becomes too low compared to saves.

A decent acid sheet would improve the balance.
Iff somone has a viable strategy as a wizard against a hidden shadowdancer (1 on 1), I'd love to hear it.

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Post by Kirg »

The problem is, mages need to have a soft spot where they can be hit. And one of their Achilles' heel are SD - if you didnt create an elven mage with high listen, spot or the like.
The shields were too powerful, thus they were nerfed. You only do some dmg? This is still more than nothing.

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Maankin
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Post by Maankin »

I have maxed spot and listen but they are crossclass skills and even if you see an SD you still can't cast a spell at him or even hit him.

If as a shadowdancer you quickslot your "Attack" action, then while you are already in-combat that quickslot changes to Disengage. It is great to quickslot this right next to the Stealth mode quickslot. So you can just hit the Disengage then Stealth slots right quick in succession.

What this then does is resets your opponents combat queue, so that anything they were doing is cancelled. This is why HipS is so cheesy. You can pretty much defeat anything without (NWN) truesight with it.

edit: I see I'm dragging on about this, I'll let it rest for now.

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Post by P. Fricebottle »

You need to know the SD weak spots, in fact it used to mages. Look at the arrangement of bigsbies, and fire one that doesn't include tumble.

NWN True Seeing is rather stupid, it sees everything and completely ruins the point of dumping all your skill points in hide and move silently.

Most SD that are decent at hiding are dex builds, meaning that their damage is reliant on their sneak attacks. Aasimar have an aura that induces a hide penalty, and elves are much better at spotting them. Just remember the spot.

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Post by Death Dealer1 »

i do think damage done by shield should be a little more.

changes made to the spells make them not stack so you only get one at a time, and they aren't that helpful unless you fighting gobo's or orcs at lvl 20.
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Post by minielvis »

I agree, elemental shield and acid sheath are grossly underpowered.

Anything that can be done to upgrade them would be great. imo

The fact that the low level damage shield is called "Death Armor" is an embarassment to any self respecting mage!

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Post by Death Dealer1 »

death armor is only good for making restore potions
if i didn't do it...someone else would have.

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solates
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Post by solates »

Well.

I can shed "some" light on the whole elemental shield subject.

The original nwn code did not check for multiple shields.

WAY WAY WAY back in the day joran logged in and watched me as i used about 15 elemental shields to kill G1 with about 5 heal pots. The damage actually continued to scroll while we talked for the first minute or so after g1 was dead.

Thus the shields got altered. Stock damage is not that great but in a stock world it works fine.

If the damage in this world seems low-not altering the damage dice but altering the damage type might make it more doable.

A holy or unholy shield for example, or a poison based shield etc.

The soak damage dispelling the spell seems abit much, its a round/level based spell.

The mages paper armor situation is as it should be, its their only real drawback.

The SD thing is laughable really. Plenty of ways to deal with sneaks.
Primary way is to have spot and listen-as noted.
Secondary way is not nwn doable. In pnp scent blindsense and blindsight make a sneaks life interesting. NWN does not have those capacities.

Also aoe cloud spells, ie cloudkill, mindfog, etc. all effect the character even if hes stealthed. And mindfog + wierd = dead stealther.

And last i knew cloud based spells stack. toss two cloudkill or incendiary cloud spells at ground 0 and watch the fun. And one of those spells halves your movement, think its cloudkill.

Solates

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Flailer
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Post by Flailer »

Actually, they did put in blindsense feat in the latest patch - for NPCs only of course. Some of the Shadow Plane mob have it...
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