Shadow Walk, bug?
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- ElderWitch
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Re: Shadow Walk, bug?
I do think Shadow Walk should be more difficult than Teleport, in this case the +19 that was set before is not the problem. My concern, as it is for the rest, is why there is a skill in the DC.
Skill in one side represent that as more proficient you get in the matter, easiear it will be to achieve succees. That means, as more experienced you have in a topic, more you know about how to deal with it. Therefore I wonder what does that skillpoints represent on the opposite side of the scale. So... I believe is the statement of: "As more profitient you get in a matter... It doesn't matter at all."; what confuse us.
Mathematically as it has been said, doesn't make sense as they cancel each other, from the script efficiency it doesn't make sense either since: as they cancel each other, keeping both is the same as erasing both, and this second choice is lighter and easier to process. And considering the case we eliminate both of them, does it make sense not linking the spell to any skill?
Then, the other question is: What is the point of keeping the skills in both sides?
In my opinion, the reasonable solution will be keeping the difficulty or adjust it (rising if needed) in the roll; and erasing the skill function in the DC. So it will make sense mathematically and logically.
Skill in one side represent that as more proficient you get in the matter, easiear it will be to achieve succees. That means, as more experienced you have in a topic, more you know about how to deal with it. Therefore I wonder what does that skillpoints represent on the opposite side of the scale. So... I believe is the statement of: "As more profitient you get in a matter... It doesn't matter at all."; what confuse us.
Mathematically as it has been said, doesn't make sense as they cancel each other, from the script efficiency it doesn't make sense either since: as they cancel each other, keeping both is the same as erasing both, and this second choice is lighter and easier to process. And considering the case we eliminate both of them, does it make sense not linking the spell to any skill?
Then, the other question is: What is the point of keeping the skills in both sides?
In my opinion, the reasonable solution will be keeping the difficulty or adjust it (rising if needed) in the roll; and erasing the skill function in the DC. So it will make sense mathematically and logically.
- Valefort
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Re: Shadow Walk, bug?
There's no point at all in keeping it on both sides, it merely makes higher numbers. That said the proficiency in the skill used for the teleporting spell is already used in the formula ( viewtopic.php?f=49&t=28069 ), high concentration/search does change things noticeably.
Mealir Ostirel - Incorrigible swashbuckler
- Zanniej
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Re: Shadow Walk, bug?
As far as I'm seeing in that topic, concentration and search both don't have much influence (if any at all) in the check. Only skill focusses and spell focusses, and spellcraft make a positive change, from a character building point of view.Valefort wrote:There's no point at all in keeping it on both sides, it merely makes higher numbers. That said the proficiency in the skill used for the teleporting spell is already used in the formula ( viewtopic.php?f=49&t=28069 ), high concentration/search does change things noticeably.
So in the end that means that search and concentration have no effect on the DC at all, right?
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- Valefort
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Re: Shadow Walk, bug?
After looking up the thread it is not totally accurate, concentration or search are taken into account and decrease the DC in the exact same way as spellcraft, ie :
If your concentration is 56+, the DC is lowered by -9.
If your concentration is 51+, the DC is lowered by -8.
If your concentration is 46+, the DC is lowered by -7.
If your concentration is 41+, the DC is lowered by -6.
If your concentration is 36+, the DC is lowered by -5.
If your concentration is 31+, the DC is lowered by -4.
If your concentration is 26+, the DC is lowered by -3.
If your concentration is 21+, the DC is lowered by -2.
If your concentration is 16+, the DC is lowered by -1.
If your concentration is 56+, the DC is lowered by -9.
If your concentration is 51+, the DC is lowered by -8.
If your concentration is 46+, the DC is lowered by -7.
If your concentration is 41+, the DC is lowered by -6.
If your concentration is 36+, the DC is lowered by -5.
If your concentration is 31+, the DC is lowered by -4.
If your concentration is 26+, the DC is lowered by -3.
If your concentration is 21+, the DC is lowered by -2.
If your concentration is 16+, the DC is lowered by -1.
Mealir Ostirel - Incorrigible swashbuckler
- Zanniej
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Re: Shadow Walk, bug?
Ah, that explains. Thank you for your time!Valefort wrote:After looking up the thread it is not totally accurate, concentration or search are taken into account and decrease the DC in the exact same way as spellcraft, ie :
If your concentration is 56+, the DC is lowered by -9.
If your concentration is 51+, the DC is lowered by -8.
If your concentration is 46+, the DC is lowered by -7.
If your concentration is 41+, the DC is lowered by -6.
If your concentration is 36+, the DC is lowered by -5.
If your concentration is 31+, the DC is lowered by -4.
If your concentration is 26+, the DC is lowered by -3.
If your concentration is 21+, the DC is lowered by -2.
If your concentration is 16+, the DC is lowered by -1.
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- ElderWitch
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Re: Shadow Walk, bug?
Sometimes in the transitions it get bugged and the time counter marks 5hours. It is much more frequent that I'd like.
As well, it is supposed to work inter-planarly, right? Or so the description says.
As well, it is supposed to work inter-planarly, right? Or so the description says.
- Valefort
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Re: Shadow Walk, bug?
That cooldown bug is unfortunately there for all feats, you can usually bypass it by rigthclicking and selecting said ability in the dropdown menu.
Mealir Ostirel - Incorrigible swashbuckler
- ElderWitch
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Re: Shadow Walk, bug?
Aproximately 1 of every 5 times the spell fails even when the roll is achieved even with very high score. Sometimes it fails even several tryes in a raw matching the DC and overcoming it.
- Valefort
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Re: Shadow Walk, bug?
That's probably as good as it gets, the chances to get thrown off course are partly random and higher than 20%.
Mealir Ostirel - Incorrigible swashbuckler
- ElderWitch
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Re: Shadow Walk, bug?
Alright. So what about the planar journey that the description says is allowed? Is the description wrong? Or it hasn't been implemented? And if so, where should it be tryed? So far all the places didn't allow it.
- Valefort
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Re: Shadow Walk, bug?
I'm afraid it's purely for RP, can certainly be used in DM events I imagine.
Mealir Ostirel - Incorrigible swashbuckler
- Sharrans
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Re: Shadow Walk, bug?
Reviving this just to ponder:
Could Shadow Walk failure (& teleport/mirror walk) be tweaked so that it never leaves you at your casting point on a fail except when a ward/dimensional anchor is blocking your passage? Sometimes you get thrown off course and end up shunted some distance from your target point, but most of the time you don't end up anywhere at all and just remain where you originally attempted to cast the spell. And actually, even a successful Shadow Walk should still shunt you 1d10x100ft from your intended destination (and if that is a solid object, 1d10x1000ft shunt).
It would be nice if every failure sent you somewhere and especially in the case of Shadow Walk where you are literally traversing the border between the Shadow/Material planes; you should not end up back where you started, be it 1d10 x100ft from your current location on the same map to being randomly dumped at a random spot on a preselected number of various maps (eg. Regional Interiors, Trade Way Maps, towns, actual Plane of Shadow map in Ulcasters
). One wouldn't want to end up on a DM map, guild hall or Teleport-Warded map so those kinds of places/maps should be exempted. Mirror Walking, on a failure, could randomly dump people at preselected mirror locations around the server 
Could Shadow Walk failure (& teleport/mirror walk) be tweaked so that it never leaves you at your casting point on a fail except when a ward/dimensional anchor is blocking your passage? Sometimes you get thrown off course and end up shunted some distance from your target point, but most of the time you don't end up anywhere at all and just remain where you originally attempted to cast the spell. And actually, even a successful Shadow Walk should still shunt you 1d10x100ft from your intended destination (and if that is a solid object, 1d10x1000ft shunt).
It would be nice if every failure sent you somewhere and especially in the case of Shadow Walk where you are literally traversing the border between the Shadow/Material planes; you should not end up back where you started, be it 1d10 x100ft from your current location on the same map to being randomly dumped at a random spot on a preselected number of various maps (eg. Regional Interiors, Trade Way Maps, towns, actual Plane of Shadow map in Ulcasters
- Zanniej
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Re: Shadow Walk, bug?
Sharrans wrote:... actual Plane of Shadow map in Ulcasters
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- Wolfrayne
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Re: Shadow Walk, bug?
Honestly its kind of annoying having it fail 3/5 attempts. I understand it is meant to be more dangerous but failing a DC of 0 or -6 with a roll of like 50+ because of a "random" chance is silly. WE all know how well NWN2 handles random.... *cough* Crit chains *cough*
Also this new spell failure bug means it fails to even cast sometimes.
This happens far too often.
https://gyazo.com/a049fde9b0fcd921e62ad5a200e8372a
Also this new spell failure bug means it fails to even cast sometimes.
This happens far too often.
https://gyazo.com/a049fde9b0fcd921e62ad5a200e8372a
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- Glowfire
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Re: Shadow Walk, bug?
It's been brought up so many times...
Apparently it's a feature?
Apparently it's a feature?
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