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DerkDerkistan
 
PostPosted: Mon, Oct 25 2010, 5:02 AM 

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I'm almost positive that they said they have that fixed and waiting to go in. Someone will correct me if I'm wrong.

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MoshingChris
 
PostPosted: Mon, Oct 25 2010, 5:04 AM 

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Tensers added AC that was overriden by Epic Mage Armor, so the AC comment is false.

And I'm still confused at to what your saying

8 strength 14 con pure wizard

Base Attack Bonus = 15
Maxed strength = 5 AB
Weapon Focus, Epic Weapon Focus = 3 AB
Tensers = 10 AB
GMW = 5 AB
Bless/Aid = 2 AB

Total AB = 40 AB

HP
Base HP = 120
Maxed Con = 240
Total HP = 360

Your problem is not the spell, its incorrect gear setting/poor building.

The Spell even without the temp HP is still really good, and on a pure wizard you are only missing 3AB from the former iteration of the spell if you are correctly using the spell in combination with readily available potions which can be used prior to casting tensers.

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MoshingChris
 
PostPosted: Mon, Oct 25 2010, 5:11 AM 

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Dark Immolation wrote:
Extra Attacks.


It is when you look at it correctly.

I built numerous testers ranging from 50 AB to 55AB and higher on the wizard scale.

The reported AB for those wizards where as follows.

50 45 50 45 40
And
55 50 55 50 45

Extra attacks are made on their own scale at maximum BAB scaling at -5.

Now a weapon Master has an AB scale with haste as follows

55 50 45 40 55

See the difference? A Weapon Master completely devoted to his art is actually worse than a Wizard when it came to hitting things.

Tensers was -never- meant to make Wizards into frontline meleers, the original iteration that went in was a mistake, that has now been corrected.

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 5:17 AM 

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Mordenkainen's Disjunction performs the following when cast from a Scroll or Item -

On a Single Target - Breach of 6 Spells, followed by a Dispel Check on all remaining spells.
On a Group of Targets - Breach of 2 Spells, followed by a Dispel Check against two remaining spells.

Firstly, the Spell Breach;

Spell breach works in a simple manner. It looks at a list of spells (below), and in order removes either 6 (if single target) or 2 (if area effect). The spells have been written below, in order from first to last, of the spells that will be stripped by a Breach effect.

Greater Spell Mantle, Premonition, Spell Mantle, Shadow Shield, Greater Stoneskin, Ethereal Visage, Globe of Invulnerability, Energy Buffer, Greater Sanctuary, Minor Globe of Invulnerability, Spell Resistance, Stoneskin, Lesser Spell Mantle, Mestil's Acid Sheath, Mind Blank, Elemental Shield, Protection from Spells, Protection from Elements, Resist Elements, Death Armor, Ghostly Visage, Endure Elements, Shadow Conjuration Mage Armor, Negative Energy Protection, Sanctuary, Mage Armor, Stone Bones, Shield, Shield of Faith, Lesser Mind Blank, Ironguts, Resistance.

Sorcerer / Wizard spells are Blue
Clerical spells are Green
Shared spells are Gold

I did not include Domain spells as Clerical.


As a result, these are the spells (in order) a cleric is at risk of losing from a Mordenkainen's Disjunction;
Greater Sanctuary - This spell provides the Greater Sanctuary effect, CL * 5 Temporary Hitpoints, 100% Spell Failure for CL / 6 Rounds.
Spell Resistance - This spell provides 11 + Caster Level spell resistance.
Stoneskin - This spell provides 10 / +5 Damage Reduction, until CL*10 (max 100) has been absorbed.
Protection vs Elements - This spell provides 30/- Resistance to Fire, Cold, Electrical, Sonic & Acid, until a maximum of 40 has been absorbed.
Resist Elements - This spell provides 20/- Resistance to Fire, Cold, Electrical, Sonic & Acid, until a maximum of 30 has been absorbed.
Endure Elements - This spell provides 10/- Resistance to Fire, Cold, Electrical, Sonic & Acid, until a maximum of 20 has been absorbed.
Negative Energy Protection - This spell provides immunity to Negative Energy Damage, Ability Drain, and Level Drain.
Shield of Faith - This spell provides up to +5 non-stacking Deflection AC.
Resistance - This spell provides +1 Saves for 1 Round.


Now, the Dispel check;

Note, despite descriptions, Dispel's DC is actually 12 + Caster Level, and not 11 + Caster Level, as has been reported on the NWN Wiki.


Therefore, the following shows the likelyhood of a Caster Level X Cleric, Wizard, or Sorcerer having any given spell stripped by the Dispel portion of a Scroll Cast Mordenkainen's Disjunction;
Code:
CL - DC - Ave%
-6   18   100%
07   19    95%
08   20    90%
09   21    85%
10   22    80%
11   23    75%
12   24    70%
13   25    65%
14   26    60%
15   27    55%
16   28    50%
17   29    45%
18   30    40%
19   31    35%
20   32    30%
21   33    25%
22   34    20%
23   35    15%
24   36    10%
25   37     5%
26+  38     0%


As can be seen - anyone with 26 or more caster levels is immune to having their spells stripped by the Dispel portion of Mordenkainen's Disjunction, simply because the Dispel check is insufficient to break through. Alongside, a cleric with 21 levels only has a 1/4 (25%) chance of having each spell removed (The roll is made on a per-spell basis). It's only when you get down to CL 16 that true danger starts to show as it's stripping at an average rate of 50% or more.



Those are the facts. Make your own assessment as to how powerful a Scroll Cast Mordenkainen's Disjunction is against a Cleric.

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Last edited by BrainSplitter on Mon, Oct 25 2010, 5:32 AM, edited 2 times in total.

 
      
ShadowSoul89
 
PostPosted: Mon, Oct 25 2010, 5:18 AM 

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I can tell the developers behind this have prepared for many arguments... *applaud* Anyways, I have nothing to say on the matter aside from the fact that there are loop-holes to everything. You just gotta figure out how to work /with/ the changes.

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Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 5:27 AM 

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Wait.. Does a Mord Scroll have Dispell and Spell Breach and both happen? Or does dispell have to be successful before spell breach happens?

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 5:29 AM 

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It does the Breach, and then the Dispel. I realized that I pasted the paragraphs in the wrong order just now. Fixing. The Breach does not need to breach anything for the Dispel to trigger, though.

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Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 5:29 AM 

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MoshingChris wrote:
Dark Immolation wrote:
Extra Attacks.


Tensers was -never- meant to make Wizards into frontline meleers, the original iteration that went in was a mistake, that has now been corrected.



What about not being able to use any items? What's that about?

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:30 AM 

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Read a bit. Posted. Tested it all. Back, Didn't really read anything. Here ya go.
Amia 3.12 (The big balance thingy) wrote:
Bigby's Forceful Hand
Deals 1d6/CL (Max 10d6) Bludgeoning
Fortitude Save (Evocation) vs Knockdown & Half Damage. Duration = CL/5 Rounds
SR does not apply.

Not something people can rely on in PvP anymore. Were all thankful.
Amia 3.12 (The big balance thingy) wrote:
Heal
Change applies only to Potion or Scroll cast Heal.

Add scaled Cooldown-
% Healed = Rounds since last heal * 10. (1 round = 10%. 5 rounds = 50%. 10+ rounds = 100%)

Heal. Like it. Cool down could be longer, but that's just me.
Amia 3.12 (The big balance thingy) wrote:
Raise Dead & Ressurection
Add Cooldown based on death type. If killed by PVM - 2 minutes. If killed by PvP - 5 minutes. Use existing checks used by the PvP system.

Useful in big things, where lots of people want to GS and raise, but length of time can get annoying when trying to bring up post PvP RP. And the Burning of the scroll. Like the red though.
Amia 3.12 (The big balance thingy) wrote:
Divine Favour
Does 1 + 1/damage/ab every 5 levels

Divine Power
Adds AB as normal
Removed the extra Attack

Not a cleric. Seems feasible though.
Amia 3.12 (The big balance thingy) wrote:
Tenser's Transformation
Cap AB to +10 to represent 1 BAB classes.
Change to 1d4/1d4/1d4 Con/Str/dex.
Add +10 temporary discipline
Removed the +5 Fort Save.
Removed the +4 Natural AC Bonus.
Removed the extra attacks if you remove them from Cleric.
Also blocks spells from items when effect is active.

Didn't even know this spell was under repair. Really haven't gotten to test it yet, but im sure it makes beholders much harder. xD
Amia 3.12 (The big balance thingy) wrote:
Devastating Critical Hit

If Devcrit is rolled and failed, it applies knockdown for [X] rounds, and Blind, Silenced and Deafened for [X] turns.

[X] would be:

1 for a onehanded weapon of 18-20 base crit range, ie our friends the rapier, kukri and scimitar.
2 for twohanded weapon of 18-20 base crit, ie a rapier or scimmy used by a hin/gnome/goblin/kolbold
2 for a onehanded weapon of 19-20 base crit.
3 for a onehanded weapon of 20 base crit.
3 for a twohanded weapon of 19-20 base crit.
4 for a twohanded weapon of 20 base crit.

Dev crits one of the big ones. Still though, if you fail a dev, your likely gonna die. If your entire build relies on this feat, and you cant kill a gobo without it, sorry, get flame weapon. You probably have godly AC.
Amia 3.12 (The big balance thingy) wrote:
Greater Sanctuary
Apply Temporary HP equal to CL*5. Apply Greater Sanctuary Effect. Apply Spell Failure 100%. All effects are Linked.
Duration - CL/6 Rounds.
Also blocks spells from items when effect is active.

The biggest of all. I casted GS today for somewhere between six and twelve seconds. Annoyed? Not really, I escaped. Could I buff? No. Could I Cast/summon? No. Why? Those are hostile actions and from a RP standpoint will kill GS anyway.

Now those of you complaining about Clerics..... -Really-? >.> Have you ever -played- a cleric? Spells + Armour + Decent AB. Without a doubt one of the best classes. Better yet, no SF so you dont have to waste 3 epic feats on casting. Oh, and heres a kicker. You can heal yourself to full health on the spot. With heal pot nerfs, no Devs, and GS nerfed, clerics are at the height of their game. You want more, RP and DCs. I feel I've said enough.

Nighty Night. <3


Last edited by xXxSuShiKunxXx on Mon, Oct 25 2010, 5:32 AM, edited 1 time in total.

 
      
Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 5:30 AM 

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BrainSplitter wrote:
It does the Breach, and then the Dispel. I realized that I pasted the paragraphs in the wrong order just now. Fixing. The Breach does not need to breach anything for the Dispel to trigger, though.



So no matter what it's going to drop six buffs off you? With a possibility of another 6?

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 5:31 AM 

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Read it over again. If direct casted on you, it will remove the first six spells from that list. Devastating to Mages (as it removes some powerful spells). The Breach effect will not remove spells that are not on that list.

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ValkinMulgin
 
PostPosted: Mon, Oct 25 2010, 5:33 AM 

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umm.. i just tested the GS Thing and its dose not appear to be including PM levels at all >.< mine last 5 seconds or something ridiculous.

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:34 AM 

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TaliaZalinNalla wrote:
umm.. i just tested the GS Thing and its dose not appear to be including PM levels at all >.< mine last 5 seconds or something ridiculous.


Yeah, all spells only count wizzy levels. Hence why most are save based.


 
      
BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 5:35 AM 

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Due to Mechanical / Scripting limitations, PM Levels do not automatically count towards Caster Level on most spells. I -believe- Necromancy school spells were fixed specifically in this regard, though only those.

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ValkinMulgin
 
PostPosted: Mon, Oct 25 2010, 5:36 AM 

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xXxSuShiKunxXx wrote:
TaliaZalinNalla wrote:
umm.. i just tested the GS Thing and its dose not appear to be including PM levels at all >.< mine last 5 seconds or something ridiculous.


Yeah, all spells only count wizzy levels. Hence why most are save based.



but pm levels should be 1/2 a CL so it should last a little longer >.< i think the normal duration was to short TBH but if the PM levels are not included its "crazy"

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Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 5:37 AM 

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Well. I think I'll make a Terrifying Rage barbarian now... Bigby's will be useless, GS will make me laugh, and I'll be able to wreck people with Mord Scrolls. Perfect.

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:39 AM 

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BrainSplitter wrote:
Due to Mechanical / Scripting limitations, PM Levels do not automatically count towards Caster Level on most spells. I -believe- Necromancy school spells were fixed specifically in this regard, though only those.


Not an error. Done on purpose. Spells that require Wiz levels like ice storm and IGMS are based only on wiz levels. the DC of a spell does not calculate CL at all...

Its like this.

DC=10+Addons. (IE: Epic focus necro)+Spell level (up to 9)+ Int/Cha/wis mod

Highest DC is like 41-42 at level 30
course, there is one much higher on amia, but thats my little secret ;)


Last edited by xXxSuShiKunxXx on Mon, Oct 25 2010, 5:40 AM, edited 1 time in total.

 
      
xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:40 AM 

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TaliaZalinNalla wrote:
xXxSuShiKunxXx wrote:
TaliaZalinNalla wrote:
umm.. i just tested the GS Thing and its dose not appear to be including PM levels at all >.< mine last 5 seconds or something ridiculous.


Yeah, all spells only count wizzy levels. Hence why most are save based.



but pm levels should be 1/2 a CL so it should last a little longer >.< i think the normal duration was to short TBH but if the PM levels are not included its "crazy"


Wizzy spells arent based on CL. there based on -Wizzy- levels.


 
      
BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 5:42 AM 

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Not done on purpose, actually. As the class is a port from PnP, you'd find that PM Levels are supposed to count towards Caster Level (at a 1/2 rate, I believe).Therefore, as far as caster levels are concerned (such as damage calculation, spell penetration, and duration) - PM levels should count partially. However, the NWN Spell Engine does not facilitate this too well and thus they do not count.

Which is where Talia's coming from.

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:43 AM 

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BrainSplitter wrote:
Not done on purpose, actually. As the class is a port from PnP, you'd find that PM Levels are supposed to count towards Caster Level (at a 1/2 rate, I believe).Therefore, as far as caster levels are concerned (such as damage calculation, spell penetration, and duration) - PM levels should count partially. However, the NWN Spell Engine does not facilitate this too well and thus they do not count.

Which is where Talia's coming from.


No, I mean its left the way it is on purpose for balance reasons.


 
      
ValkinMulgin
 
PostPosted: Mon, Oct 25 2010, 5:44 AM 

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You dont seem tog et me, PM is supposed to give 1/2 CL towards wizy spells *sigh*

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MoshingChris
 
PostPosted: Mon, Oct 25 2010, 5:46 AM 

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TaliaZalinNalla wrote:
You dont seem tog et me, PM is supposed to give 1/2 CL towards wizy spells *sigh*


No they get you, you aren't getting them, it was explained very precisely.

in PnP they do, but due to the limitation of the nwn engine they do not get 1/2 CL.

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:47 AM 

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MoshingChris wrote:
TaliaZalinNalla wrote:
You dont seem tog et me, PM is supposed to give 1/2 CL towards wizy spells *sigh*


No they get you, you aren't getting them, it was explained very precisely.

in PnP they do, but due to the limitation of the nwn engine they do not get 1/2 CL.


^That.

And was left that way due to balance reasons.

Edit: *Cause it was deemed not doable.


Last edited by xXxSuShiKunxXx on Mon, Oct 25 2010, 5:52 AM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Mon, Oct 25 2010, 5:51 AM 

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BrainSplitter wrote:
Due to Mechanical / Scripting limitations, PM Levels do not automatically count towards Caster Level on most spells. I -believe- Necromancy school spells were fixed specifically in this regard, though only those.


No. It was deemend not doable.

Palemaster has never given caster levels, ever. Only spell slots.

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TormakSaber
 
PostPosted: Mon, Oct 25 2010, 5:52 AM 

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Rosencrantz wrote:
Well. I think I'll make a Terrifying Rage barbarian now... Bigby's will be useless, GS will make me laugh, and I'll be able to wreck people with Mord Scrolls. Perfect.


Don't ge ttoo cozy: We'r elooknig at disabling scrolls in rages because a Raging Barbarian is not allowed to make skill checks related to Dexterity, Intelligence, or Charisma.

Guess what UMD is?

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ValkinMulgin
 
PostPosted: Mon, Oct 25 2010, 5:53 AM 

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Perhaps this should be re-visited now that GS is basically a dead spell to many PM builds >.< ill be told no doubt just another sacrifice lol seriously the duration is way way to short, no mater what way you look at it.

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Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 5:58 AM 

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TormakSaber wrote:
Rosencrantz wrote:
Well. I think I'll make a Terrifying Rage barbarian now... Bigby's will be useless, GS will make me laugh, and I'll be able to wreck people with Mord Scrolls. Perfect.


Don't ge ttoo cozy: We'r elooknig at disabling scrolls in rages because a Raging Barbarian is not allowed to make skill checks related to Dexterity, Intelligence, or Charisma.

Guess what UMD is?


One of the above?

Even with that they're going to be rocking PvP.

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xXxSuShiKunxXx
 
PostPosted: Mon, Oct 25 2010, 5:59 AM 

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TaliaZalinNalla wrote:
Perhaps this should be re-visited now that GS is basically a dead spell to many PM builds >.< ill be told no doubt just another sacrifice lol seriously the duration is way way to short, no mater what way you look at it.


Good luck with it, I'd like a nifty change with PMs. Anyway, school in 4 hours. Gotta mop and do dishes. night.

Edit: Meh. Bloody HiPSin DM's ;D


Last edited by xXxSuShiKunxXx on Mon, Oct 25 2010, 6:01 AM, edited 1 time in total.

 
      
MoshingChris
 
PostPosted: Mon, Oct 25 2010, 6:00 AM 

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They already do. Even pre balance change they rocked it.

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drahgon
 
PostPosted: Mon, Oct 25 2010, 6:02 AM 

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Tormak, any opinion on the raise dead/resurrection changes? Pertaining to clerics who can actually cast those spells not having to suffer the 2-5 minute wait? Atleast for Resurrection

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ShadowSoul89
 
PostPosted: Mon, Oct 25 2010, 6:03 AM 

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Soo...is Terrifying rage also being looked into?

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 6:05 AM 

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Mindblank and Terrifying Rage loses its oomph. Remember - no scrolls = no dispelling of enemy mindblank potions.

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762
 
PostPosted: Mon, Oct 25 2010, 6:08 AM 

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BrainSplitter wrote:
As can be seen - anyone with 26 or more caster levels is immune to having their spells stripped by the Dispel portion of Mordenkainen's Disjunction, simply because the Dispel check is insufficient to break through.


Maybe this is how it's supposed to be, but it's not how it is. I have been Mord'd in combat more times than I have fingers and toes, and I have lost Aid, Divine Favor, Divine Power, ability buffs, and more things I am probably not remembering. And this is with 26 caster levels.

Do some testing in game rather than relying on whatever you are reading. Experienced clerics know that Mord's is an absolute killer, even from scrolls, and even with 26 cleric levels.

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Maverick00053
 
PostPosted: Mon, Oct 25 2010, 6:08 AM 

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BrainSplitter wrote:
Mindblank and Terrifying Rage loses its oomph. Remember - no scrolls = no dispelling of enemy mindblank potions.


This. Terrifying rage is countered by a single potion in the game right now. I think it is fine, honestly.

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Rosencrantz
 
PostPosted: Mon, Oct 25 2010, 6:09 AM 

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Paladin/CoT/Rog Too!

Hrm.. It's just going to be a -really- good time to be fancy meleer. I'm pretty sure that is where the builds are going to flow. I mean, Timestop-IGMS combos everywhere first.. Because that's about what you can do as a mage now.. And then people will just give up and go melee.


Ohh! Also! HiPSters!

Think about it. Come out of nowhere. Mord them. Go back into shadows, then proceed to kill them.
GS won't save them. And if you have Fort gear they can't hold you down with Bigby and buff.

So. Yeah.

Edits: Really bad typomania

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Last edited by Rosencrantz on Mon, Oct 25 2010, 6:13 AM, edited 4 times in total.

 
      
BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 6:11 AM 

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762 wrote:
BrainSplitter wrote:
As can be seen - anyone with 26 or more caster levels is immune to having their spells stripped by the Dispel portion of Mordenkainen's Disjunction, simply because the Dispel check is insufficient to break through.


Maybe this is how it's supposed to be, but it's not how it is. I have been Mord'd in combat more times than I have fingers and toes, and I have lost Aid, Divine Favor, Divine Power, ability buffs, and more things I am probably not remembering. And this is with 26 caster levels.

Do some testing in game rather than relying on whatever you are reading. Experienced clerics know that Mord's is an absolute killer, even from scrolls, and even with 26 cleric levels.


Then, instead, why not actually make a formal post about the matter? As, if you look at the mechanics of it, you should be immune to the spell you could always bring it to the attention of the Devs and or Scripters so that it can either be A - Repaired to match what the spell mechanically is supposed to do, or B - Confirmed as a "Balanced Bug" and thusly listed as such for public record.

Just a suggestion.

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Ulir
 
PostPosted: Mon, Oct 25 2010, 6:25 AM 

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Dark Immolation wrote:
MoshingChris wrote:
Ok heres the indepth for Tensers.

Tensers is now capped at level 20 wizard which is the true reflection of the spell given BAB increase is the same for all classes in epic. A pure cleric only recieves 5 AB from Divine Power, thus a Wizard now only recieves +10 to make them as a fighter.

The extra attacks were removed from both the Cleric and the Wizard in the interests of Balance.


I can understand all of that up until the extra attacks thing. It really doesn't balance too much to take the extra attack away from Tenser's, it just makes it suckier in the interest of looking like Divine Power. Which there really is no need to make it look like, as it's not, it just does a similar effect.

In the case of Cleric, I understand. Cleric could get 4 attacks per round, then 5 hasted, same as a hasted fighter. So no extra attack meant they'd still be slightly worse off in terms of attack than a fighter, but who cares, they can still use their spells just fine while under the effect.

With Tenser's on the other hand, the extra attack would mean they can get 3 attacks per round, 4 hasted, same as cleric now that the extra attack is gone. Without it, it just doesn't make much sense. In addition, mages can't use spell for the duration, so they're worse off in both respects.

The two spells don't need to be treated as the same thing beyond the capping of AB at a fighter of the same level. They're two different spells for two different classes.


Divine Power is level 4 (or 3), Tenser's is 6. The reduction in and cap on ab is understandable balancewise, yet I don't see why the attacks per round shouldn't be increased, as if resembling a fighters bab progression. Four attacks per round, five with haste.
The inability of using heal pots while being Tense(r'd) makes it a fine death trap, as someone pointed out. If its a barbarians rage in a can, why not make it worthwhile going to your death? You are flat-footed whilst using bandages, so it doesn't really help. "If this is to be our end, then I would have them make such and end, worthy of remembrance" - King Theoden (former Spellblade, but died since he couldn't chug down a heal pot in the heat of battle).

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762
 
PostPosted: Mon, Oct 25 2010, 6:47 AM 

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BrainSplitter wrote:
Then, instead, why not actually make a formal post about the matter? As, if you look at the mechanics of it, you should be immune to the spell you could always bring it to the attention of the Devs and or Scripters so that it can either be A - Repaired to match what the spell mechanically is supposed to do, or B - Confirmed as a "Balanced Bug" and thusly listed as such for public record.

Just a suggestion.


Because whatever the issue there is, it's a BioBug and not something fixable by our staff.

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TormakSaber
 
PostPosted: Mon, Oct 25 2010, 6:50 AM 

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Dev Crit was long thought unfixable too. Terra helped pioneer the NWNx hook that makes finding crits and creating a custom Dev Crit possible.

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Selvec Darkon
 
PostPosted: Mon, Oct 25 2010, 6:59 AM 

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IT'S GONNA BLOW! RUUUUUNNNNNNN!!!

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Dwagin
 
PostPosted: Mon, Oct 25 2010, 7:07 AM 

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Dev crit: I really wouldn't give the 'dev crit' bonus to 18-20 weapons at all. Can we platinum coin Stronghearts?

Bigby Forceful: I am ambivalent to the Forceful change. Mostly due to even higher valuing of Fort gear for pvp from it, this leaves me kinda sour at Pallies/BGs saves getting another bone, when they already have Divine shield over the other melee types.

Tensers: I'm pretty happy with the Tenser's change, it allows for fun times. It was too much pwn in a can before, with temp HP should be fixed it should be OK.

Heal pot change leaves me luke warm.

GS change is lurvly. Needed. Can Expeditious retreat style speed bonus be added to it though?

Cleric changes: I agree with these from a build/balance point of view. As for the healy cleric concerns (I've got one I've started myself recently) You can't be a self-sacrificing Martyr if you're in a PvM invulnerability bubble, it loses its act of worth. Besides, healing an enemy is a hostile act. It's PvPable, it should have broken GS before.

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Last edited by Dwagin on Mon, Oct 25 2010, 7:12 AM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Mon, Oct 25 2010, 7:08 AM 

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762 wrote:
BrainSplitter wrote:
As can be seen - anyone with 26 or more caster levels is immune to having their spells stripped by the Dispel portion of Mordenkainen's Disjunction, simply because the Dispel check is insufficient to break through.


Maybe this is how it's supposed to be, but it's not how it is. I have been Mord'd in combat more times than I have fingers and toes, and I have lost Aid, Divine Favor, Divine Power, ability buffs, and more things I am probably not remembering. And this is with 26 caster levels.

Do some testing in game rather than relying on whatever you are reading. Experienced clerics know that Mord's is an absolute killer, even from scrolls, and even with 26 cleric levels.


I vouch for this.
I believe Brainsplitter is referring to Greater Dispel Immunity in those Sheets, Actually.

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 7:13 AM 

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Nopes. I'm referencing Mordenkainen's Disjunction, and nicked the numbers straight off of NWN Wiki (A constantly tested resource by many), then simply fired them through some basic math, after of course checking for any Amia-based specific changes. If the spell is not operating properly, then it is at its core, a bug.

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Bravo21
 
PostPosted: Mon, Oct 25 2010, 7:14 AM 

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762 wrote:
BrainSplitter wrote:
As can be seen - anyone with 26 or more caster levels is immune to having their spells stripped by the Dispel portion of Mordenkainen's Disjunction, simply because the Dispel check is insufficient to break through.


Maybe this is how it's supposed to be, but it's not how it is. I have been Mord'd in combat more times than I have fingers and toes, and I have lost Aid, Divine Favor, Divine Power, ability buffs, and more things I am probably not remembering. And this is with 26 caster levels.

Do some testing in game rather than relying on whatever you are reading. Experienced clerics know that Mord's is an absolute killer, even from scrolls, and even with 26 cleric levels.


I'm sure that Brainsplitter can defend himself. However, you may have missed the part of his explanation that mentioned that being directly targeted by a Mord's spell incurs both a Breach and a dispel. The dispell has the chance to remove two spell effects, while the breech will remove six spell effect with no roll. That means, a caster of 26 or more levels still gets six buff blown of their toon and automatically wins the dispel attempt for two more. Benefit of having 26 levels is loosing six buffs and not eight.

Sometimes a little more explanation can smooth things out. Like earlier when I felt like a total fool, thinking the flashing red dead guy in my party was just a glitch and using three raise scrolls on him. That little gem of information could have saved some panic while hunting when I first read about the changes that Terra posted. lol.

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 7:17 AM 

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Not quite, Bravo;


Direct Targetting incurs a 6 Spell Breach, and then a full Dispel with an uncapped (well, capped at +40) dispel check (which of course is CL 17 on a scroll) against all valid spells and effects.

Area Casting incurs a 2 Spell Breach, and then a dispel with an uncapped dispel check against the two 'most powerful' spells remaining after that.


That all said, Aid, Divine Favour, Divine Power, and Ability Buffs are not on the Breach List, therefore cannot be removed without a roll by Mordenkainen's Disjunction - and is therefore either a bug, or there's something more at play.

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Didi
 
PostPosted: Mon, Oct 25 2010, 7:21 AM 

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Whilst Mords usually kills my cleric, I must admit, I have not always had all of those spells higher up the list running. Maybe this is why people think its not right?

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Dwagin
 
PostPosted: Mon, Oct 25 2010, 7:22 AM 

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Mord AoE dispell uses the following check:

Dispeller's caster level + dispeller's ability modifier + bonus vs. 2 * (creator's ability modifier) + 20 + d100

100 bonus for Mordekainen's disjunction


So, 17 + (Int for wizards, cha for others, so if is cha.. UMD using can be as high as 10-15.) + 100 vs 2 * (Say is another cleric with a 15 mod) + 20 + d100.

17 + 15 + 100 vs 30+ 20 + 1d100

132 vs 1d100 + 50 = favorable dispelling in a lot of cases.

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Last edited by Dwagin on Mon, Oct 25 2010, 7:25 AM, edited 1 time in total.

 
      
Gers
 
PostPosted: Mon, Oct 25 2010, 7:23 AM 

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Now, if we can only make Listen skill allow melees to attack sneakers like Spot does.... :twisted:

I sorta like the Dev Crit change. The way I plan to RP it is pretty simple: magic shifted (Mystra got PMS or something), hence how the spells act differently now. This also affected things such as Ki and and song magic work. IIRC, bardic magic shifted once before, between 1st and 2nd Edition, or 2nd and 3rd, so it's got precedent. I've sort of RPed Jud in the past using his bardic magic to make his blade vibrate very rapidly, a la a vibroblade out of Battletech and some of other sci-fi realms. When he gets it *just* right, it'll cut through practically anything. But due to the shift in magic, it now seems to temporarily fry the victim's nervous system instead. For those like Neveah who're concerned about how to RP the change, just put a little thought into it.

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BrainSplitter
 
PostPosted: Mon, Oct 25 2010, 7:24 AM 

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I just found that then, Dwag. Looking more into it, though, it's a bug - but not a server one. It's a hardcode bug in regards to the Dispel hooks. Which is strange as hell - that must have developed in 1.69, because it worked 100% fine in 1.68. That would explain the massive discrepency with my very recent tests, too, because I always had it direct-targetted.

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Dwagin
 
PostPosted: Mon, Oct 25 2010, 7:27 AM 

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Odd.

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