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RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 3:09 am
by fashionisdanger
Hey! I have a question. If I do sneak attack with a RTA spell (an orb, for instance), my foe doesn't benefit of his dodge AC. Right?
Good.
Now, if I do cast a series of two spells (with quicken or autoquicken spell feats) does my foe have a reduced AC for
both the attacks?
In other words. Does a sneaker mage need a very high DEX to land his RTA+SA spells or can he count on her stealth capabilities? Need to know how balance my DEX and INT scores
Connected to the topic: does the loot table have interesting armors with 0% ASF for assassin/mages?
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 3:23 am
by dzidek1983
RTA from stealth is only vs AC=10+deflection+size
generally you should have a bonus on both of the quickened spells
but frankly i dont know how is it with the flurries etc concerning spells
i would count you get it only on the first one
cos the 2nd one is made when you are already out of stealth
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 4:06 am
by Considerate_
Unfortunately, you can only cast one quickened spell per round with the NWN2 engine, so that's not possible
Only one quickened spell can be cast per round.
Long explanation below, if you're interested.
Note: Apparently NWN2's handling of the feat allows for quickened spells to be vulnerable to disruption if damaged while casting, likely due to the fact that it's not truly a free action but takes 3 seconds (see below) to cast a quickened spell in the game.
A normal spell takes a full round to cast (6 seconds of game time) and actually "fires" the spells' effects at about the half-way point in the round (3 seconds). A series of 4 such spells would therefore take 24 seconds to fully cast and 21 seconds for all of the effects to be dealt to their targets. A quickened spell is supposed to fire immediately according to PnP rules. However, the NWN2 engine does not fire a quickened spell immediately. Instead, it cuts the spell casting time in half (to 3 seconds with the effects happening at 1.5 seconds).
By handling quickened spells in this manner, NWN2 does not properly handle the stacking of quickened spells with normal, non-quickened spells.
Source:
http://nwn2.wikia.com/wiki/Quicken_Spell
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 5:45 am
by fashionisdanger
Ok, so it means I need a decent DEX score to land them if in a rapid series!
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 6:02 am
by dzidek1983
yes and no... thats still just a RTA...
AB roll vs 10 + Dexterity bonus + Dodge AC bonus + Deflection AC bonus + Size modifier
so thats AB vs 10+10+4+4+0 (max +1 i guess) so max 29
pure wizard ends with 15 BAB
if you give him 14 starting DEX and use cats grace + greater heroism + reduce person + haste you come up with a roll of 1d20+25
so 26-45 vs 29
thats a really good chance of hitting
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 1:42 pm
by Deathgrowl
I have like 24 AB when buffed up on my mage. I rarely miss with RTAs.
Re: RTA from invisibility/stealth
Posted: Wed Apr 30, 2014 2:16 pm
by Karond
dzidek1983 wrote:yes and no... thats still just a RTA...
AB roll vs 10 + Dexterity bonus + Dodge AC bonus + Deflection AC bonus + Size modifier
so thats AB vs 10+10+4+4+0 (max +1 i guess) so max 29
pure wizard ends with 15 BAB
if you give him 14 starting DEX and use cats grace + greater heroism + reduce person + haste you come up with a roll of 1d20+25
so 26-45 vs 29
thats a really good chance of hitting
Tumble, monk Wisdom AC, Dwarven Defender AC etc. are all dodge bonuses, so the defense against RTA can be considerably higher than 29.
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 2:33 am
by dzidek1983
IF theey are dodge they dont count
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 2:39 am
by Storm Munin
Uncanny dodge line?
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 2:40 am
by dzidek1983
That one helps
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 2:42 am
by Thorsson
Considerate_ wrote:Unfortunately, you can only cast one quickened spell per round with the NWN2 engine, so that's not possible
The examples on the Wiki seem to show that you can cast two quickened spells per round. The issue is with quickened and non-quickened. The question is when you leave stealth - from observation that is immediately on attacking.
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 7:20 am
by fashionisdanger
Karond wrote:
Tumble, monk Wisdom AC, Dwarven Defender AC etc. are all dodge bonuses, so the defense against RTA can be considerably higher than 29.
Mmh, how about ending like INT 20 and then maxing out DEX? I think I will generally avoid spells based on DC checks.
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 3:55 pm
by Karond
Wield a weapon. Cast GMW on it, that's +5 to RTA. A higher DEX helps, but don't cripple your spellcasting by improving DEX too much.
If I was attacked by you, I would just keep running in circles or something to deny you to get me flatfooted. Monks do that all the time, and they're hard to hit with RTAs when they're built with DEX and WIS in mind. RTAs are powerful, but they don't work against all targets, just most. Focus RTA spells on the targets where it rarely fails instead, would be my advice.
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 3:57 pm
by Planehopper
Karond wrote:Wield a weapon. Cast GMW on it, that's +5 to RTA. A higher DEX helps, but don't cripple your spellcasting by improving DEX too much.
That is a pretty shady "work around" bordering on exploitation of the engine, in my opinion.
Re: RTA from invisibility/stealth
Posted: Thu May 01, 2014 4:02 pm
by Karond
Planehopper wrote:Karond wrote:Wield a weapon. Cast GMW on it, that's +5 to RTA. A higher DEX helps, but don't cripple your spellcasting by improving DEX too much.
That is a pretty shady "work around" bordering on exploitation of the engine, in my opinion.
You're trying to say that like it's a bad thing. The engine works in mysterious ways. There are many feats, spells and abilities that "exploits the engine" to do something that may not be intended. RTA bonuses is a very light version of that.