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bambootoothpick
 
PostPosted: Wed, Apr 27 2011, 23:04 PM 

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I have been trying to better understand some of the mechanics of creeping doom. Based on the NWN Wiki talk page and other peoples comments, it is obvious that there are bugs and/or mechanics that are not intuitive.

I was hoping there might be some people that understand what is happening regarding a few points.

1) Although spell resistance does not apply for this spell, it does apply for the applying of 1d20 + 50% slow when entering the effected area. (and are there random bugs associated with SR)

2) Does the damage continue for an effected person for the entire duration after the person leaves the affected area

3) When applying damage reduction such as 5/+1 is creeping doom treated with an enhancement bonus and if so what enhancement

4) If multiple people enter the effected area, does the spell damage one person per round, alternating between effected persons (Does creeping doom damage all effected persons in the same round)

5) Is anyone aware of bugs that prevent creeping doom from doing full damage? (no pun intended oh god)

I am just hoping to start a discussion because I have a feeling there is more knowledge on this than what I could find in available content.

Thanks


 
      
-Cloak-and-Dagger-
 
PostPosted: Wed, Apr 27 2011, 23:30 PM 

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This is from memory. Its been a long time since I played a Druid.

Quote:
2) Does the damage continue for an effected person for the entire duration after the person leaves the affected area


No. Only when inside.
Quote:
3) When applying damage reduction such as 5/+1 is creeping doom treated with an enhancement bonus and if so what enhancement


I dont think it is enchanted, no.
Quote:
4) If multiple people enter the effected area, does the spell damage one person per round, alternating between effected persons (Does creeping doom damage all effected persons in the same round)


It affects everyone. It also hurts the caster. The chances of it working against an intelligence are very low, most people will leave the area a long time before the increasing damage becomes a serious issue. I don't know if the AI will work out whats going on and also flee, but the chances are the caster will be outside the area of effect looking in, leading the intended victims out on the chase. Or in a fight with a summon inside it, which will kill both the target and the summon(s) in time.

...In my experience its not a particularly practical spell, I'm afraid. It takes too long to work. Unless teamed with copious spam of Grease, Entangle, and Stonehold. To keep the target down and still and the caster safe. Therefore Freedom makes it useless - And Freedom is very common.


 
      
Ulir
 
PostPosted: Thu, Apr 28 2011, 0:39 AM 

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If you wait and enter the area of effect, like say 20 rounds, you would receive 20d6 damage.

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Feonir
 
PostPosted: Thu, Apr 28 2011, 2:50 AM 

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No the AI wouldnt flee the cloud under most circumstances making this an ideal spell for long drawn out fights, say with a high AC low AB tank infront of you like a druid summon and a pack of giants on the other side of you.

Also the spell ends after 1,000 damage is done regardless of whom it was done to as well. And as the way the damage ramps up it is very easy to hit that cap once you reach epic levels.

The damage is easily tanked by anything with DR until it ramps into the 10d6 range and higher. And yes the best coupling of the spell is with stonehold as someone said, basically Creeping Doom is a treat if you can work it right into a big group of mobs. But otherwise is usually best replaced with something else a bit more dynamic unless you just like layering a swarm of locusts in one area.

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bambootoothpick
 
PostPosted: Thu, Apr 28 2011, 18:25 PM 

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Are there any additional comments on the original post?
I feel like there could be a wealth of undocumented knowledge and I was hoping to get some of it out there.

Thanks


 
      
TeroSNS
 
PostPosted: Thu, Apr 28 2011, 18:40 PM 

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I have been playing druid lately, and I've noticed to use creeping doom with the boss mobs, while first spamming all my stoneholds there, and after that the creeping doom. Also you think there is something hidden in the spell, this might be it(taken from nwn wiki):

The spell also inflicts 1d20 piercing damage to a creature upon entering the insect swarm (which does not count against the damage limit) and applies a 50% movement speed decrease for as long as the creature remains in the area of effect.

A spell resistance check is erroneously made to avoid (just) the initial damage and speed decrease upon entering the affected area.

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Glyph
 
PostPosted: Thu, Apr 28 2011, 18:43 PM 

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Quote:
BioWare removed the SR check from the hearbeat script but forgot to remove it from the OnEntry script. The damage is a mess. It provides 1d20 OnEntry. The HB script damage doesn't only increment each round but also for each creature. So, if there's 3 creatures in the swarm, it'll do 1d6 to the first, 2d6 to the second and 3d6 to the third and then next round it'll do 4d6, etc. Hopefully I'm reading it correctly. -- Austicke 09:26, 17 Sep 2005 (PDT)


from the talk page of creeping doom on the usual wiki. keywords on bioware and "insert failed fix here"

ed: its says a fix is avaliable in the vault also with a link, if it is infact busted it could perhaps be easily altered.


 
      
TeroSNS
 
PostPosted: Fri, Apr 29 2011, 5:46 AM 

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if it is per creature too then it is actually worth something...

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TeroSNS
 
PostPosted: Fri, Apr 29 2011, 5:59 AM 

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as I checked the wiki it didn't meantion anything about increasing per creature. If it would be that anymore then A: It would mention it B: I would've been killing hordes of creatures easily lately.

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Gravemaskin
 
PostPosted: Fri, Apr 29 2011, 13:32 PM 

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It increases by 1d6 per round, no matter how many creatures there are inside. So after 30 rounds, if it's uncapped it's 30d6 damage.

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Dramatic_Prince
 
PostPosted: Fri, Apr 29 2011, 14:31 PM 

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Now, what if you stack it?
Say, cast it 6 times in the same spot.

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Lord Jarski
 
PostPosted: Sun, May 01 2011, 14:27 PM 



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Creeping doom is definately one of the best spells in the whole game, let alone in druids spell category.

If you cast a 6 of them to the same spot, every spell will cause 1000 (+ apparantely the 1d20 piercing upon entering) damage before vanishing, so thats 6000 damage against enemies with no damage resistance. There is not even any sort of save you can roll, and spell resistance has only mild benefits against the spell.

With Extend spell, the creeping dooms damage can be around 40-60d6 during the final rounds when you have an epic caster.

Imagine if you have like a dozen of those things at a same spot, 12 X 40-60d6 + 12 X 1d20, no damage resistance can absorb that kind of damage completely! Not to mention without freedom of movement or high spell resistance, they are pretty much immobilized in the swarms.

I would imagine they are awesome at taking out spawns at semi-narrow corridors where you just and just can slide past them but the spawns dont have room to go around them, or against bosses that spawn to a specific location, spam the place with creeping dooms, wait for the damage rolls to go up, spawn the boss, and enjoy the show. Although that may go a bit on the dark metagaming side...

Only thing I can think of that could survive them is some monster that is highly, or completely, immune to piercing damage, perhaps some undead ones?


 
      
Mobile_Svensk
 
PostPosted: Sun, May 01 2011, 14:41 PM 

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Snowbeast + Creeping dooms and then Haste potion Kite. Works decent.
Works with players, too... :roll:

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TormakSaber
 
PostPosted: Sun, May 01 2011, 16:53 PM 

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Gust of wind, thank you for wasting 6 high level spell slots.

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TormakSaber
 
PostPosted: Sun, May 01 2011, 16:54 PM 

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Also, question answered, topic locked, it seems.

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