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Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 5:35 am
by Steve
Hello,
I tried getting the 411 on this by testing in JEGs, but then experienced the brokenness that JEGs is with BGTSCC new content, and in lieu of uninstalling everything in order to figure this out, I'll just ask the Brain Trust:
Bleeding Wound...how does it stack, really?
Specifics
At 1st level, when an Invisible Blade hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
So, let's say....:
My IB levlel 5 Toon has 12 attacks per round with PTWF. If he hits as a sneak attack on all 6 attacks in the first flurry, will his Bleeding Wound dmg be 6/6/6/6/6/6 for a total of 36 points of damage in this first round, with 36 points of damage for the next 2 rounds during the Bleeding Wound duration,
or will the damage be 6/6/6/6/6/6 the first round during the actual hits, but only 6 dmg for the next 2 rounds, though...any additional sneak attack strikes will again gain 6 ADDITIONAL points of damage.
Essentially, how much damage does Bleeding Wound actually do? Is it always "per hit" like normal sneak attacks, and how much bleeding continues during the duration?
And...yes, the being stopped by DR is a whole other topic I am painfully aware of.
Thanks in advance!
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 5:56 am
by illithid
I got a little lost in your questions, but here's my experience.
Bleeding wound = 6 damage, per sneak attack hit, starting on the round following the confirmed hit. All hits stack, and all hits bypass damage reduction IF the current weapon in your hand would bypass that dmg reduction.*
eg
Rnd 1 - You hit with 6/12 attacks, deal normal damage
Rnd 2 - You hit with 6/12 attacks, deal normal damage, +6 x6
Rnd 3 - You hit with 6/12 attacks, deal normal damage, +6 x12
Rnd 4 - You hit with 6/12 attacks, deal normal damage, +6 x18
Rnd 5 - You hit with 6/12 attacks, deal normal damage, +6 x18 (first round wears off)
etc etc
* this does infer a bug in which you can technically hit with one weapon then change to bypass dr
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 6:08 am
by Steve
Okay, so if my build would afford my toon to hit 6x per round, every round, then the Bleeding Would dmg would be consistently—barring DR—:
Rnd 1 - You hit with 6/12 attacks, deal normal damage
Rnd 2 - You hit with 6/12 attacks, deal normal damage, 36 points DMG
Rnd 3 - You hit with 6/12 attacks, deal normal damage, 72 points DMG
Rnd 4 - You hit with 6/12 attacks, deal normal damage, 108 points DMG
Rnd 5 - You hit with 6/12 attacks, deal normal damage, 108 points DMG (first round wears off)
RND 6 - etc
Now, let's say the build ALSO has 3d6 regular Sneak Attack dmg. Adding an avg. to the above Bleeding Wound dmg per rounds, total SA + BW dmg would be:
Rnd 1 - You hit with 6/12 attacks, deal normal damage = 54 (9 avg. SA on 6 hits)
Rnd 2 - You hit with 6/12 attacks, deal normal damage, 90 points SA + BW DMG
Rnd 3 - You hit with 6/12 attacks, deal normal damage, 126 points SA + BW DMG
Rnd 4 - You hit with 6/12 attacks, deal normal damage, 162 points SA + BW DMG
Rnd 5 - You hit with 6/12 attacks, deal normal damage, 162 points SA + BW DMG (first round wears off)
RND 6 - etc etc
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 6:18 am
by illithid
that's my experience yes, though in truth I've been absent since mid March, so the new content may have surprises I'm unaware of!
edit, wait what?
I make it this:
Rnd 1 - You hit with 6/12 attacks, deal normal damage
Rnd 2 - You hit with 6/12 attacks, deal normal damage, 36 points DMG
Rnd 3 - You hit with 6/12 attacks, deal normal damage, 72 points DMG
Rnd 4 - You hit with 6/12 attacks, deal normal damage, 108 points DMG
Rnd 5 - You hit with 6/12 attacks, deal normal damage, 108 points DMG (first round wears off)
RND 6 - etc
Now, let's say the build ALSO has 3d6 regular Sneak Attack dmg. Adding an avg. to the above Bleeding Wound dmg per rounds, total SA + BW dmg would be:
Rnd 1 - You hit with 6/12 attacks, deal normal damage = 54 (9 avg. SA on 6 hits)
Rnd 2 - You hit with 6/12 attacks, deal normal damage = 54 + 36
Rnd 3 - You hit with 6/12 attacks, deal normal damage = 54 + 72
Rnd 4 - You hit with 6/12 attacks, deal normal damage = 54 + 108
Rnd 5 - You hit with 6/12 attacks, deal normal damage = 54 + 108 (first round wears off)
RND 6 - etc etc
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 7:25 am
by Deathgrowl
Steve wrote:
My IB levlel 5 Toon has 12 attacks per round with PTWF. If he hits as a sneak attack on all 6 attacks in the first flurry
Just thought I'd clear something up: There are three flurries in one round, not two. If you have 12 attacks, they are divided into 4/4/4.
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 8:28 am
by Steve
Well that explains some things as well. Never had. a PTWF build before, and trying to combine that with very high AB and some DMG, had been my goal.
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 3:16 pm
by Blackman D
im a bit lost in what the question is honestly?
in a round, if you land a sneak attack, for every sneak attack you have landed, they will bleed the next 3 rounds
so my hin with PTWF and 10 attacks gets 4 in the first flurry, if i hit them with the first flurry and stop then they bleed 24 dmg per round for 3 rounds
now lets say i feint the second round and land 6 sneaks, then they will just keep bleeding bc if i can feint they are dead already
but im not sure how easy you can mix high damage with volume of attacks, bc to get 12 attacks you need a 26 BAB i believe? and there are few combos that can hit that
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 3:37 pm
by Steve
Here is the test build I'm working with:
http://nwn2db.com/build/?243340
You can see my notes in the build where I try to guestimate the damage output.
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 3:44 pm
by chad878262
Hey Steve, you won't ever land 6 Sneak Attacks in a round. Even with 12 APR your flurry will go 4/4/4. Only way to get more than 4 SA in a round is with some Monk builds, haste or the like, 13+ APR will get you a 5th attack in the first flurry. (You may have already figured that out, but the build was showing landing 6 SA in a round so I figured I would point it out to you)...
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 3:57 pm
by illithid
Chad - Feint allows constant sneak attacks, bar the one attack used to feint. The standard practice for 12 APR would be to attack from stealth then feint at the start of the second flurry
So with steve's build:
+41/+36/+31/+26/feint/+16/+41/+36/+31/+26/+21/+16
With all attacks being sneak attacks, and the only attack you lose is the 5th at +21
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 7:36 pm
by Blackman D
except by his build he is not a sneak so his first flurry will never be sneaks unless he attacks from invisibility or ethereal, he might be able to get 2 or 3 sneaks the first flurry but thats it, but yea feint will make the rest of the attacks that round sneaks
Re: Clearing up those Bleeding Wound(s)
Posted: Thu May 26, 2016 8:12 pm
by Steve
Minor Teleportation! lol.
Anyway, SA's and BW can also be achieved from flanking!
And there is also rethinking the build as a Halfling, or Tiefling, or Human (and a Human with Skilled could probably get enough H/MS to actually sneak a bit).