Page 1 of 1

Disarm and the mobs it works on

Posted: Sat Dec 23, 2017 8:22 pm
by Hammer_Song
Hi,

I'm going to start to compile a list of mobs that currently are NOT disarmable which I think should be (ie, they wield a weapon). Any devs please feel free to chime in or correct me if you think my judgement is wrong.

If possible, could these please be corrected and made to be disarmable???

If anyone would like to add to the list, please post the creature name.

Cheers!

Re: Disarm and the mobs it works on

Posted: Sat Dec 23, 2017 8:22 pm
by Hammer_Song
A list of creatures by area that are disarmable.

Cloakwood Eastern:
Hidden: show
Correctly set to disarmable:
None

Incorrectly NOT disarmable:
Tasloi
Tasloi Tosser

Correctly can't be disarmed:
Tasloi Witch Doctor
Stag Beetle
Shambling Mound
Cloakwood Central:
Hidden: show
Correctly set to disarmable:


Incorrectly NOT disarmable:
Shadow Druid

Correctly can't be disarmed:
Monstrous Spider
Shambler
Quickling
Cloakwood Central, Wytch Caves:
Hidden: show
Correctly set to disarmable:


Incorrectly NOT disarmable:
Hagspawn

Correctly can't be disarmed:
Green Hag
Cloakwood Central, The Minotaur Ruins:
Hidden: show
Correctly set to disarmable:


Incorrectly NOT disarmable:
Minotaur
Bhazark Two-Horn

Correctly can't be disarmed:
Minotaur Construct
Sharptooth Woods
Hidden: show
Correctly set to disarmable:
Orc Raider
Orc Raider Mystic

Incorrectly NOT disarmable:


Correctly can't be disarmed:
Fire Beetle
Dire Boar
Werewolf
Sharptooth Woods Cave
Hidden: show
Correctly set to disarmable:

Incorrectly NOT disarmable:
Orc Brutes

Correctly can't be disarmed:
Cloakwood Mines, Level 2
Hidden: show
Correctly set to disarmable:

Incorrectly NOT disarmable:
Batiri Warrior
Batiri Slinger

Correctly can't be disarmed:
Cloakwood Mines, Level 3
Hidden: show
Correctly set to disarmable:

Incorrectly NOT disarmable:
Batiri Commander
Lizardman Warrior

Correctly can't be disarmed:

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 2:39 am
by Blackman D
not every mob is going to be able to be disarmed even if they have weapons for challenge reasons, just like not every mob is subject to crit hits, but most of the mobs that have weapons should already be able to get disarmed

if there is a particular area where there is nothing that can be disarmed then that can probably be looked at, but if its fairly spread out then it will be more unlikely

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 2:52 am
by Hammer_Song
Blackman D wrote:not every mob is going to be able to be disarmed even if they have weapons for challenge reasons, just like not every mob is subject to crit hits, but most of the mobs that have weapons should already be able to get disarmed

if there is a particular area where there is nothing that can be disarmed then that can probably be looked at, but if its fairly spread out then it will be more unlikely
Not sure I agree with that. There are plenty of mobs that cannot be disarmed because they don't have weapons. There are other mobs that are exceedingly difficult to disarm due to the size of the weapon they wield/Strength/AB. I think ALL mobs that wield a weapon should be subject to disarm - why not? You use a weapon, you risk losing it. It isn't OP, it isn't guaranteed to work, you lose an attack and you provoke an AoO. If we don't want all our melee types to look the same, then we need to make these fringe feats worth picking imo.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 7:16 am
by Blackman D
thats fine and im sure WMs and sneaks dont agree with crit immunity, high damage builds dont agree with % DR, and casters dont agree with spell breach, but they arent going away :P

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 7:21 am
by Tsidkenu
I used to have a list of these, but it got lost/destroyed with one of the forum moves in the last 2 years. Oh well.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 7:23 am
by Blame The Rogue
i agree with you hammer. i don't feel it's necessary to make mobs immune to feats that aren't 100% successful 100% of the time. the dice rolls, and the failed attempts, should be balance enough against said feat

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 10:48 am
by Thorsson
Making Disarm more favorable in PvM = more disarmers = more disarming in PvP = more grief and complaints to DMs. This is not theorising, but from observations of NWN/NWN2 servers over 15 years.

NWN2 Disarm 'suffers' from the following enhancements compared to PnP (where it is an Action, not a Feat):

1. AoOs are sporadic and don't always happen;
2. A successful AoO should prevent a Disarm;
3. A defender wearing spiked gauntlets can’t be disarmed. These gauntlets are not available in NWN2; and
4. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll.

Disarm as it stands is overpowered; we don't need any encouragement for players to take it.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 1:53 pm
by izzul
Blackman D wrote:thats fine and im sure WMs and sneaks dont agree with crit immunity, high damage builds dont agree with % DR, and casters dont agree with spell breach, but they arent going away :P
i used to be able to crit Balor 98-128 damage since year 2010 with cold iron and his flat DR of 10 damage is quite fine.(DR 20 if using normal weapon, and DR10 if using cold iron)

last few months, the crit becomes 49-79 damage where i screenshot him eating DR49 damage from crit.

i am not complaining here, just wondering why
-initially the flat DR of 10 is applied and even during critical, it only eats 10DR damage.
-currently it eats a big percentage of your critical.(DR49 during critical:screenshotted)

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 4:27 pm
by Blackman D
because someone thought it needed to be harder would be my guess, but yea things like that happen to bosses often, like the pit fiend with a 50 reflex and improved evasion, basically immune to anything that requires a reflex save

with normal mobs tho it should be spread out at least

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 4:39 pm
by Endelyon
As Blackman D stated certainly not every monster will be able to be disarmed for challenge reasons, but I have my doubts that the ones listed so far were set that way intentionally (more likely the designer just forgot to check the box). Once I get my toolset going I'll get these low level ones flagged to be Disarmable, and if there are more you find later you can post them here on this thread and I'll review them as they come in.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 5:36 pm
by Hammer_Song
Endelyon wrote:As Blackman D stated certainly not every monster will be able to be disarmed for challenge reasons, but I have my doubts that the ones listed so far were set that way intentionally (more likely the designer just forgot to check the box). Once I get my toolset going I'll get these low level ones flagged to be Disarmable, and if there are more you find later you can post them here on this thread and I'll review them as they come in.
Awesome! Thanks Endelyon, that's all I wanted to hear. I'll update as I encounter more. I might do it by area and include all monsters, that way you'll be able to see the spread of which monsters in the area can and can't be disarmed.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 7:00 pm
by Thorsson
Endelyon wrote:As Blackman D stated certainly not every monster will be able to be disarmed for challenge reasons, but I have my doubts that the ones listed so far were set that way intentionally (more likely the designer just forgot to check the box). Once I get my toolset going I'll get these low level ones flagged to be Disarmable, and if there are more you find later you can post them here on this thread and I'll review them as they come in.
I just hope you're going to introduce spiked gauntlets then.

Re: Disarm and the mobs it works on

Posted: Sun Dec 24, 2017 9:54 pm
by Blackman D
why? the pvp version of disarm is horrible since it just goes back to their inventory

really only effective against those who dont have multiple weapons