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Paxus
 
PostPosted: Tue, May 18 2010, 19:30 PM 

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Like in the topic header. What are those things? Do they have a greater potential of being imbued by mythals? Are they in some way superior to other weapons? I've found a wonderforged flail some weeks ago and I really can't tell what's so special about it. Could perhaps someone explain it to me please?

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762
 
PostPosted: Tue, May 18 2010, 19:38 PM 

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The damage mod is likely superior to anything you will craft or find.

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Paxus
 
PostPosted: Tue, May 18 2010, 19:46 PM 

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762 wrote:
The damage mod is likely superior to anything you will craft or find.

You mean the 1d10 additional damage type? Piercing in this case.
Because besides it, there's only an Enchantment +4 bonus and that's all.

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Grok Hedzpounda - Shaman Mallulu Buck-Tooth's personal bodyguard;
Scottia - the hideous old drowish crone;
Arthur of Llorkh - a former guard from the far east. Now a warrior-o-fortune(TM).


 
      
Bobo_Underhill
 
PostPosted: Tue, May 18 2010, 19:49 PM 

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Yes, exactly. It has a higher damage property than what is replicable through the mythal system, which caps at 1d6 or 2d4 for two-handers.

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TormakSaber
 
PostPosted: Tue, May 18 2010, 20:36 PM 

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It's a generic catchall name for weapons with the damage modifier, yeah. Generally 1d10 for a 1 hander and 2d6 for a 2 hander, there are some outliers (2d8 heavy flail) due to some weapons already in the module and not wanting +5 loot to be outdone y lower or sotrebought items.

Same for Sure Strike. A catchall name for weapons with +5 AB and Keen.

There's no real lore or anything behind them, the Sure Strikes, or the "Greater Magics" in the Abyss. They're just stock equipment that exist so that no matter what weapon you use, there's always going to be something at the high end for you to look forward to using. It's hard to make interesting weapons in NWN when you can't use onhits or the more esoteric things much, and in the end people will gravitate to the efficient over the flashy. It works out alright: Loot gets you boring and efficient, or Flashy and alright DC gets you anything and eveyrthing so long as it's approved by the DM team.

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Paxus
 
PostPosted: Tue, May 18 2010, 23:37 PM 

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Hookay. I think that explains everything. Thank you guys.

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Grok Hedzpounda - Shaman Mallulu Buck-Tooth's personal bodyguard;
Scottia - the hideous old drowish crone;
Arthur of Llorkh - a former guard from the far east. Now a warrior-o-fortune(TM).


 
      
Gers
 
PostPosted: Wed, May 19 2010, 0:42 AM 

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Yeah, there's only so many things you can put on items without either making it too powerful, or too laggy, or too something. Plus, many of the more interesting and unique item propeties from D&D simply aren't in NWN.

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Paxus
 
PostPosted: Wed, May 19 2010, 0:48 AM 

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I understand that the lack of on hit properties is because it would cause a terrible lag on the server?

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Grok Hedzpounda - Shaman Mallulu Buck-Tooth's personal bodyguard;
Scottia - the hideous old drowish crone;
Arthur of Llorkh - a former guard from the far east. Now a warrior-o-fortune(TM).


 
      
Gers
 
PostPosted: Wed, May 19 2010, 1:04 AM 

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Onhits are mostly alright, except onhit:cast spell. You're firing off the same spell script (and it's graphics, and other involved scripts) every time you connect with a weapon. Multiply that by X number of people using that weapon, and... yeah. It adds up fast. Esecially if the spell is an AoE. That's why the old AA specialty arrows with onhit fireball,negative energy burst, and the like were such horrible lag generators.

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Paxus
 
PostPosted: Wed, May 19 2010, 1:30 AM 

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Gers wrote:
Onhits are mostly alright, except onhit:cast spell. You're firing off the same spell script (and it's graphics, and other involved scripts) every time you connect with a weapon. Multiply that by X number of people using that weapon, and... yeah. It adds up fast. Esecially if the spell is an AoE. That's why the old AA specialty arrows with onhit fireball,negative energy burst, and the like were such horrible lag generators.

Yeah I can imagine the lag caused by this.
But isn't the graphics effect of onhit spell being drawn (or calculated) only on the client side?

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Grok Hedzpounda - Shaman Mallulu Buck-Tooth's personal bodyguard;
Scottia - the hideous old drowish crone;
Arthur of Llorkh - a former guard from the far east. Now a warrior-o-fortune(TM).


 
      
TormakSaber
 
PostPosted: Wed, May 19 2010, 1:31 AM 

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The problem with onhits is that they spike the level requirement and the GP price of the item through the roof.

That's why that Hoarran Spear in the lootbins sells for a ridiculous amount.

Quote:
Yeah I can imagine the lag caused by this.
But isn't the graphics effect of onhit spell being drawn (or calculated) only on the client side?


No, it's physically running the spell script each and every attack. A wizard casting fireball 2x a round is nice, now imagine a hasted rapidshotting archer doing 6 fireballs around in a large group and 6 times around every creature needs to make SR checks, reflex saves, oll damage, it's a lot of CPU.

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