Page 1 of 1

Blast Infidel and Inflict Wounds dmg

Posted: Mon Aug 28, 2017 1:43 pm
by Steve
Okay, take this spell:

Image

With this spell landing on a successful touch attack, and if the PC has Blast Infidel feat from Hierophant—double damage— what should the minimum damage be for both failing and making the Will DC save with a CL 20+ caster?

I would assume on a Failed Will Save, it would be a minimum of 48 dmg. On a successful save, it would be 24. What I have seen on the Server is, on a Fail, 36 dmg.

So, can someone check Blast Infidel is truly applying to Inflict Wounds spells? Thanks.

Re: Blast Infidel and Inflict Wounds dmg

Posted: Mon Aug 28, 2017 2:04 pm
by mrm3ntalist
it does work. Only the dice is doubled.

Re: Blast Infidel and Inflict Wounds dmg

Posted: Mon Aug 28, 2017 2:16 pm
by Steve
Okay. So that means a minimum of 24 on a Save, minimum of 28 on a Fail. The average of a Save being 32 and on a Fail 52 (with Blast Infidel applied). Not a very good spell for a melee cleric.

I guess I just experienced some bad dice then. *shakes fist at Engine*

Thanks M3nt.

Re: Blast Infidel and Inflict Wounds dmg

Posted: Sat Sep 30, 2017 6:37 am
by Tsidkenu
I'm wondering again about both Blast Infidel & Faith Healing.

Is it only the dice that are affected by both these feats? Why is it limited only to the dice?

Eg. Cure Critical Wounds + Faith Healing for a 20th level cleric would heal (4d8x2) +20 HP. Why isn't it (4d8+20) x2?

Is Heal/Harm still doubled?

Are these Hierophant bonus feats even worth taking any more?

Re: Blast Infidel and Inflict Wounds dmg

Posted: Sat Sep 30, 2017 10:11 am
by Nemni
it does work. Only the dice is doubled.
It can't be said to work if it doesn't actually do what it says that it does. It says double damage. It doesn't say double dice.

Re: Blast Infidel and Inflict Wounds dmg

Posted: Sat Sep 30, 2017 11:11 am
by Steve
Tsidkenu wrote:Is Heal/Harm still doubled?

Are these Hierophant bonus feats even worth taking any more?
I know Harm is doubled.

Blast Infidel is worth it if you want a few high DC, 300 dmg guaranteed spells. It can work wonders in PvP, for example.

But what anyone who plays a caster for long will tell you, is that general dmg spells, like the Inflict Wounds line or even Orbs line, do waaaaaaaay less dmg per Rest, than a melee or even battle caster can do, per Rest.

Casters of any type really need to be disable and kill types, to be the most viable, and I would add the most enjoyable, of builds, on BGTSCC.

I've now played a blasting Cleric/Hierophant, and a blasting Sorcerer/ASoC, and my experience is that you can never do enough dmg over the long run, before your spells are used up.

That said, considering the Hierophant gives the same stats as Cleric, but can also grant the PrC Feats, having 1–2 Harms for 300 dmg, ain't that bad. But you won't be off killing Giants for long, unless you are a battle caster. Like I said, its really nice for PvP, but not for mobs of the long haul play.

I was playing a toon with Blast Infidel and Inflict Wounds, but if I added up all the Inflict Wounds dmg I could make in slots I had available to spend on Inflict Wounds spells, it was so poor that I just took the Inflict Wounds line out of the spellbook.

Maybe were Blast Infidel could be useful is if it also affected Reserve Feats of Negative Energy type. Then, your toon would have a decent and constant dmg output, if you do not want to go the Battle Caster Cleric route. Still, you'd then be a high DC caster Cleric, and your Role would be disable and kill, or the Envocation route.