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Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Tue Jun 15, 2021 11:15 am
by EasternCheesE
Sure thing. Btw, as pf ricochet shot, you get dmg info by source in combat log when it triggers.

As of these features about enlarge - that's a part of base game and it has many hardcoded things. Become a dev and fix them, we all will be grateful :)

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Tue Jun 15, 2021 11:31 am
by blacksoft
EasternCheesE wrote: Tue Jun 15, 2021 11:15 am Sure thing. Btw, as pf ricochet shot, you get dmg info by source in combat log when it triggers.

As of these features about enlarge - that's a part of base game and it has many hardcoded things. Become a dev and fix them, we all will be grateful :)
I did see that. Combat log looked pretty messy, though. Perhaps I will take a closer look at some point.

As for the Dev suggestion. I am begining to see the appeal, but my current life's build already maxed out it's classes. 🙂

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Tue Jun 15, 2021 8:45 pm
by TheKai
Hi there,

Able to verify if Bladesingers and Deathsingers get Spot as a class skill? Wiki and in game description shows inconsistency.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Tue Jun 15, 2021 8:55 pm
by Kitunenotsume
What counts as "Unpathable terrain" for Breachgnomes? Are there any unstated equipment limitations for Seal the Breach?
I've taken my gnome into combat many times over the past month, both above and below the surface, outside maps and dungeons, watching my AC all the time and with /effectfade active, but never seen any indication that the 'Seal the Breach' ability is triggering.

Specifically I am using heavy armor and a crossbow (hoping that Crossbow Sniper synergises with the Dex boost from StB), but no dice on any part of the buff. Theodore1 had commented on it before, but our circumstanced might be different.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 2:23 am
by Theodore01
Just tested it with shurikans with my gnome, Seal the breach does not work with ranged attacks. (Updated the wiki.) The wiki even had "hand-to-hand combat" in the class description before.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 2:37 am
by TheKai
TheKai wrote: Tue Jun 15, 2021 8:45 pm Hi there,

Able to verify if Bladesingers and Deathsingers get Spot as a class skill? Wiki and in game description shows inconsistency.
I tested this with the free RCR. Both Bladesinger and Deathsinger do not get Spot as a class skill. The wiki has been updated.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 3:36 am
by EasternCheesE
Thanks for your help, guys!

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 3:43 am
by EasternCheesE
Kitunenotsume wrote: Tue Jun 15, 2021 8:55 pm What counts as "Unpathable terrain" for Breachgnomes? Are there any unstated equipment limitations for Seal the Breach?
I've taken my gnome into combat many times over the past month, both above and below the surface, outside maps and dungeons, watching my AC all the time and with /effectfade active, but never seen any indication that the 'Seal the Breach' ability is triggering.

Specifically I am using heavy armor and a crossbow (hoping that Crossbow Sniper synergises with the Dex boost from StB), but no dice on any part of the buff. Theodore1 had commented on it before, but our circumstanced might be different.
Hi there. Since i don't have testing tools outside what's available or the player who already has the specific build, i will ask devs. Since it's custom class, maybe they can go through feat code and give us the list of triggers for it. I posted the question, together with "ranged" to QC forums so more skilled staff can answer how it was designed in first hand and what kind of triggers for the feat exist.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 3:54 am
by Kitunenotsume
Thanks ECheese. I think Thedore01 helped with what I needed, once the distinction of ranged was made.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 3:12 pm
by Terankar
Weapon mastery feats have different description from wiki and the forums.

The ones in mind are the slashing, bludge and piercing versions of it.

The requirements are different

From the wiki
Type of Feat: General
Prerequisite: BAB +8, Weapon Specialization, Fighter 12
Use: Automatic.
The requirements under the custom content and feats post reads "Fighter 12"

https://www.bgtscc.net/viewtopic.php?f=7&t=49036

Perhaps you could give it a test and get it determined and corrected in both places.

IIRC it is ingame weapon spec and 8 bab, so would be nice to verify

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 4:33 pm
by Louvaine
Valefort wrote:
https://www.bgtscc.net/viewtopic.php?p=902879#p902879

Spike traps

Minor : 2d6, DC 15
Average : 3d6, DC 15 -> 4d6
Strong : 5d6, DC 15 -> 8d6
Deadly : 25d6, DC 15

Reflex for half, evasion for 0.

Holy traps

Minor : 2d4
Average : 3d4
Strong : 6d4
Deadly : 8d4
Fatal: 12d4 Divine / 16d10 vs Undead
Epic: 16d4 Divine / 20d10 vs Undead

No save

Tangle traps

Minor : 3 rounds, DC 20, small radius -> medium radius
Average : 4 rounds, DC 25, small radius -> medium radius
Strong : 4 rounds, DC 30, medium radius -> large radius
Deadly : 5 rounds, DC 35, medium radius -> large radius

Acid splash traps

Minor : 3d6 damage, DC 15 reflex to avoid 2 rounds hold with DC 15 fort.
Average : 5d6 damage, DC 20 reflex to avoid 3 rounds hold with DC 20 fort.
Strong : 12d6 damage, DC 25 reflex to avoid 4 rounds hold with DC 25 fort.
Deadly : 18d6 damage, DC 25 reflex to avoid 5 rounds hold with DC 25 fort.
Fatal: 22d6 damage, DC 28 reflex to avoid 4 rounds hold with DC 25 fort.

Fire traps

Minor : 5d6, DC 18, small radius
Average : 8d6, DC 20, small radius -> DC 22
Strong : 15d6, DC 23, medium radius -> DC 26
Deadly : 25d6, DC 26, medium radius -> DC 30
Fatal : 30d6, DC 36, medium radius -> 35d6 DC 34
Epic: 50d6, DC 33, medium radius -> DC 38

Reflex for half, evasion for 0.

Electric trap

Minor : 8d6, DC 19, up to 3 targets in a large radius
Average : 15d6, DC 22, up to 4 targets in a large radius
Strong : 20d6, DC 26, up to 5 targets in a large radius
Deadly : 30d6, DC 28, up to 6 targets in a large radius
Fatal : 40d6, DC 30, up to 6 targets in a large radius
Epic: 60d6, DC 35, up to 6 targets in a large radius

Reflex for half, evasion for 0.

Gas traps

Minor : Giant wasp poison, DC 18, 1d6 DEX damage, 1d6 DEX damage
Average : Deathblade, DC 20, 1d6 CON damage, 2d6 CON damage
Strong : Dark Reaver powder, DC 26, 2d3 CON damage, 2d6 CON damage
Deadly : Black lotus, DC 22, 1d6 CON damage, 2d6 CON damage

Exchange Strong and Deadly poison.

Frost traps

Minor : 2d4, DC 12, 1 round
Average : 3d4, DC 13, 2 rounds -> 4d4
Strong : 5d4, DC 14, 3 rounds -> 8d4
Deadly : 8d4, DC 15, 4 rounds -> 16d4
Epic: 40d4, DC 30, 4 rounds

Fort to avoid the paralysis.

Negative energy traps

Minor : 2d6, DC 12, -1 STR
Average : 3d6, DC 15, -1 STR -> 4d6
Strong : 5d6, DC 18, -2 STR -> 8d6
Deadly : 8d6, DC 21, -1 level -> 16d6

Fort save to avoid the drain.

Sonic traps

Minor : 2d4, DC 12, 2 rounds stun
Average : 3d4, DC 14, 2 rounds stun -> 4d4
Strong : 5d4, DC 17, 3 rounds stun -> 8d4
Deadly : 8d4, DC 20, 4 rounds stun -> 16d4
Fatal : 12d4, DC 35, 2 rounds stun -> 30d4, DC 25, 4 rounds
Epic : 40d4, DC 30, 4 rounds stun

Will DC, medium radius for all

Acid splash traps

Minor : 2d8, DC 12 -> DC 18
Average : 3d8, DC 14 -> 5d8, DC 22
Strong : 5d8, DC 17 -> 10d8, DC 26
Deadly : 8d8, DC 20 -> 20d8, DC 30

Reflex for half, evasion for 0
This seems not up to date and frankly, work in progress. For one, I never saw a Fatal traps. Other thing is there are two acid spash - I have been able to confirm that Acid Blob is the one that requires fort save. I would check this myself, but I can't see logs from player side. :C Do you think you can help?

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Wed Jun 16, 2021 8:33 pm
by Kitunenotsume
Louvaine wrote: Wed Jun 16, 2021 4:33 pm This seems not up to date and frankly, work in progress. For one, I never saw a Fatal traps. Other thing is there are two acid spash - I have been able to confirm that Acid Blob is the one that requires fort save. I would check this myself, but I can't see logs from player side. :C Do you think you can help?
I tested after Valefort committed those changes, and they seemed to be in-line.
They only apply to player-placed traps, however. These do not necessarily apply to traps that spawn out in the world.

As I commented in the thread, the Paralysis belongs to Acid Blob (his post was just a typo, it is correct otherwise).

Fatal trap scripts exist as-of MOTB (X1) as a step between Deadly and Epic, but do not to my knowledge have any items that are linked to said scripts either in vanilla or custom server content.

If you have questions on traps, I tested extensively and instigated most of the changes Valefort implemented, so feel free to PM me if you have specific circumstances or tests.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Thu Jun 17, 2021 12:10 am
by blacksoft
Please explain to me how Dead Eye Shot works. Do you activate each round? If so, there is a bit of a pause in your attack rotation when this feat is activated. Or is it a stance? I cannot really tell as I use it.

I do know that I need to click on it when I have a mob selected that is being attacked by a friendly, but that's it.

Thanks.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Thu Jun 17, 2021 2:54 am
by EasternCheesE
Terankar wrote: Wed Jun 16, 2021 3:12 pm Weapon mastery feats have different description from wiki and the forums.

The ones in mind are the slashing, bludge and piercing versions of it.

The requirements are different

From the wiki
Type of Feat: General
Prerequisite: BAB +8, Weapon Specialization, Fighter 12
Use: Automatic.
The requirements under the custom content and feats post reads "Fighter 12"

https://www.bgtscc.net/viewtopic.php?f=7&t=49036

Perhaps you could give it a test and get it determined and corrected in both places.

IIRC it is ingame weapon spec and 8 bab, so would be nice to verify

Hi there. Let's go step by step.

1) Weapon specialization does only get granted after fighter 4 (or on taking it) and only for weapons you have focus in. Thus, it works quite as advertised.
2) Greater weapon specialization requires you to take Greater weapon focus behorehand (and be lvl 12 fighter).
3) As of Melee Weapon Mastery, i was able to get it at fighter 12 while only having weapon focus (Longsword) and no other weapon-related feats, so in-game description is correct. I edited wiki to remove the wrong requirements on it.

Re: Feats/skills etc you are in doubt? EC can try and tell if it works.

Posted: Thu Jun 17, 2021 3:00 am
by EasternCheesE
Louvaine wrote: Wed Jun 16, 2021 4:33 pm
Valefort wrote:
https://www.bgtscc.net/viewtopic.php?p=902879#p902879

Spike traps

Minor : 2d6, DC 15
Average : 3d6, DC 15 -> 4d6
Strong : 5d6, DC 15 -> 8d6
Deadly : 25d6, DC 15

Reflex for half, evasion for 0.

Holy traps

Minor : 2d4
Average : 3d4
Strong : 6d4
Deadly : 8d4
Fatal: 12d4 Divine / 16d10 vs Undead
Epic: 16d4 Divine / 20d10 vs Undead

No save

Tangle traps

Minor : 3 rounds, DC 20, small radius -> medium radius
Average : 4 rounds, DC 25, small radius -> medium radius
Strong : 4 rounds, DC 30, medium radius -> large radius
Deadly : 5 rounds, DC 35, medium radius -> large radius

Acid splash traps

Minor : 3d6 damage, DC 15 reflex to avoid 2 rounds hold with DC 15 fort.
Average : 5d6 damage, DC 20 reflex to avoid 3 rounds hold with DC 20 fort.
Strong : 12d6 damage, DC 25 reflex to avoid 4 rounds hold with DC 25 fort.
Deadly : 18d6 damage, DC 25 reflex to avoid 5 rounds hold with DC 25 fort.
Fatal: 22d6 damage, DC 28 reflex to avoid 4 rounds hold with DC 25 fort.

Fire traps

Minor : 5d6, DC 18, small radius
Average : 8d6, DC 20, small radius -> DC 22
Strong : 15d6, DC 23, medium radius -> DC 26
Deadly : 25d6, DC 26, medium radius -> DC 30
Fatal : 30d6, DC 36, medium radius -> 35d6 DC 34
Epic: 50d6, DC 33, medium radius -> DC 38

Reflex for half, evasion for 0.

Electric trap

Minor : 8d6, DC 19, up to 3 targets in a large radius
Average : 15d6, DC 22, up to 4 targets in a large radius
Strong : 20d6, DC 26, up to 5 targets in a large radius
Deadly : 30d6, DC 28, up to 6 targets in a large radius
Fatal : 40d6, DC 30, up to 6 targets in a large radius
Epic: 60d6, DC 35, up to 6 targets in a large radius

Reflex for half, evasion for 0.

Gas traps

Minor : Giant wasp poison, DC 18, 1d6 DEX damage, 1d6 DEX damage
Average : Deathblade, DC 20, 1d6 CON damage, 2d6 CON damage
Strong : Dark Reaver powder, DC 26, 2d3 CON damage, 2d6 CON damage
Deadly : Black lotus, DC 22, 1d6 CON damage, 2d6 CON damage

Exchange Strong and Deadly poison.

Frost traps

Minor : 2d4, DC 12, 1 round
Average : 3d4, DC 13, 2 rounds -> 4d4
Strong : 5d4, DC 14, 3 rounds -> 8d4
Deadly : 8d4, DC 15, 4 rounds -> 16d4
Epic: 40d4, DC 30, 4 rounds

Fort to avoid the paralysis.

Negative energy traps

Minor : 2d6, DC 12, -1 STR
Average : 3d6, DC 15, -1 STR -> 4d6
Strong : 5d6, DC 18, -2 STR -> 8d6
Deadly : 8d6, DC 21, -1 level -> 16d6

Fort save to avoid the drain.

Sonic traps

Minor : 2d4, DC 12, 2 rounds stun
Average : 3d4, DC 14, 2 rounds stun -> 4d4
Strong : 5d4, DC 17, 3 rounds stun -> 8d4
Deadly : 8d4, DC 20, 4 rounds stun -> 16d4
Fatal : 12d4, DC 35, 2 rounds stun -> 30d4, DC 25, 4 rounds
Epic : 40d4, DC 30, 4 rounds stun

Will DC, medium radius for all

Acid splash traps

Minor : 2d8, DC 12 -> DC 18
Average : 3d8, DC 14 -> 5d8, DC 22
Strong : 5d8, DC 17 -> 10d8, DC 26
Deadly : 8d8, DC 20 -> 20d8, DC 30

Reflex for half, evasion for 0
This seems not up to date and frankly, work in progress. For one, I never saw a Fatal traps. Other thing is there are two acid spash - I have been able to confirm that Acid Blob is the one that requires fort save. I would check this myself, but I can't see logs from player side. :C Do you think you can help?
Hi there. As i said before, i and all the qc members are lacking any tools that are not available to other players in terms of testing things. We can make lots of toons and level them, but we don't actually have access to code, detailed logs (i don't even know if they exist) etc.. So, i cannot just spawn a bunch of traps to test em all. And even if i could, Valefort changing traps doesn't mean they were changed on the whole server (Honestly, i dunno if changing trap blueprint update them to all areas automatically). That's the question you better ask devs/area builders, QC can't help with it with tools we have. :)