DiceyCZ wrote:Can we please get a clear response as to what then should count and what shouldn't and which of the forms need fixing then? Because I have poured a lot of gold into my gear and I would like to know if I should sell it for 1250 gold and grind few weeks again or not. Thank you very much.
- Dodge boots do not transfer.
- Shield AC does not transfer (but maybe should based on Steve's detail posted)
- Natural AC from amulet will transfer, but only if the form has less than the amulet. So for instance troll form is given natural AC and therefore doesn't gain AC from amulet.
- While I have not found any forms yet where deflection AC does not transfer, I assume it has the same rules as Natural AC...Thus if a form is getting more Deflection AC than the item worn grants, the two will not stack.
- Testing items that give feats requires DM assistance as QC characters don't have the gold or ability to acquire items outside those available in QC store (which is basically just +4 items with no other bonuses). This will have to wait until a DM is available to assist in testing. However, based on Endelyon's post in the other thread my thought is feats granted from items don't carry over to forms.
Bear warrior player breaks in! (different playstyle, same transfer rules)
Half of shield bonus transfers (rounded down, but no less than 1), but you are getting full benefit from the "Shield" spell. Dodge AC is negated compeltely, which means not only ignoring the boots bonuses, but also passive abilities from other classes (like Dervish, Wilderness stalker, Phantom etc). All the other AC bonuses transfer, but don't stack with the bonuses the new form already has (meaning that only the biggest number would be used).
As for savethrows/skill bonuses, this is pretty random. For example, at my character willsave bonuses granted by amulet transfered, while skill bonuses/saves from other slots didn't. I reported about this to the QC team ages ago, but seems it is considered a feature, not bug. All the feats granted by items transfer (like Improved critical (unarmed), for example), although not all of them would work with the new form obviously.
Damage bonuses. Your current weapon is replaced by the new one depending on the form, but all the damage bonuses (except enchancement) you had transfer, meaning that if you had a weapon +4 EB, +1d4 (fire), that fire damage would transfer, while +4 EB is ignored and replaced with whatever the creature weapon grants. This also includes damage bonus from the spells like "Blade of fire" and "Frost weapon" and everything stacks, but mind that two sources of the same damage type don't stack (for example, if you have +1d8 fire from Flame weapon and +1d6 fire from spear, you'll only get +1d8, but using Frost weapon instead of Flame weapon in this case would give +2d7 in summ). I have heard that they made it so the bonuses from ranged weapons no longer transfer, but this must be tested. If your new form fights with bare hands/claws, it would benefit from Improved ciritical (unarmed), but beware of the Circle kick!
Be careful with Constitution items (and ESPECIALLY two Constitution items at different slots), it causes suicides sometimes.
I will add some text if recall any more tricks.