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Messages - Hatsune24

#1
Screen Shots & Obituaries /
November 19, 2013, 08:55:54 PM
Nooo! Now who is going to buy heaps of Lizzy's potions!

Great character! Look forward to your next one!
#2
Bug Reports /
November 02, 2013, 05:44:18 AM
Just discovered inflict potions in game with my mimic. And then this thread.

Sad, sad panda.

Sorry for ressurecting an old thread, but I question.  What is the reason that inflicts are made in such a way to stop this? Is there really a reason for them, besides mimics? I mean, the only other reason I can see a use for Inflict potions is healing undead.. so you've got.. Polymorphed Zombies.. and.. thats about it? Or DM use.

Just disappointed as the only real 'potionable' offensive spell doesn't work, leaving the mimic rather out of luck in any sort of offense via their own means.

Is this something that might be fixed or looked at. Or mimics out of luck? (just wondering if I should keep my potions, "just in case", or are they trash?)
#3
Bug Reports /
October 19, 2013, 05:23:41 PM
You get only one spell, by name. If I use my Steal on another's "Extended" Summon Monster I, it uses up my daily Summon Monster I slot. However, currently, I'm 'robbed' of 1 use, because the system registers the Extended Summon Monster I as a 2nd level spell, starting me off at the DC for that, instead of the lower, 1st level retain DC, even though I get nothing from the "Extend" portion.

And thanks for the reply! Just thought it was worth mentioning! If it doesn't get fix for awhile, I understand. And yes, its more an inconvenience, only being able to cast a spell 3 times guaranteed, instead of 4.
#4
Bug Reports /
October 19, 2013, 02:49:01 PM
Sorry to resurrect a previous thread, but i wanted to review this topic again. I recently started an arcane mimic.

Noting the way the spell steal works it describes the metamagics you are 'copying' :

"You successfuly absorb the Spell "Mage Armor" (Metamagic: Extended)... "

Now, reading here it sounds like the Arcane Mimic cannot benefit from the stolen metamagic, but they are penalized for it. A level 1 stolen spell is already at the level 2 "Retain DC". With brief testing, we saw that I indeed did not benefit form the extending.

Can we either gain the benefits of the stolen metamagic, or at least not penalize us for snagging a spell from someone using metamagics? Why should we get penalized if we go to steal a Magic Missile, and it happened to be empowered, so we loose 2 extra castings (as it starts as a 3rd level DC rather then 1st)....
#5
Bug Reports / Naryldor's Quest
December 20, 2013, 01:39:58 PM
This has happened to me now 3 times in a row, trying to do Narydlor's Herbalism quest.

I can take the quest, and gather everything, but when I go to turn in, I get :

"Script d2_efuqs_win, OID:8000ce88, Tag:Naryldor, ERROR: TOO MANY INSTRUCTIONS"

And it opens the 'asking for more information" conversation, rather then the turning in option.
#6
Bug Reports / Mimic Rest Glitch?
November 19, 2013, 07:07:04 AM
I've noted several times that my mimic seems to have issues when combining resting and logging.

Its happened about 10 times now, I'll end up resting, and logging shortly after. Relogging at a later time (sometimes 10-15 minutes later, or the next day), when I go to Mimic a spell, it says I've already copied that spell since resting. And it will do it for EVERY spell I try to mimic. Resting of course resets it...

So something amiss with the variables marking a spell mimicked or not, I'd imagine. Not -that- huge of a deal, but I've had many times now I go out with a group, and getting to the quest zone, I'm unable to copy as we start buffing, and what not, needing another rest, or what not.
#7
Suggestions / Climbing Damage?
October 25, 2013, 02:49:22 AM
This may have been addressed in the past, but I couldn't find anything specifically regarding climbing's damage.  I really like the climbing system, for the most part! It makes it interesting in areas, provides good mobility.  I even understand the natural 1 thing as a critical failure. Always a chance to slip.

However, I don't like the fact that the climb skill has nothing to do with the output damage for a slip. Sure, theres a risk, but there should be something in the skill that warrants the training a skilled climber, with equipment might have.  Can there not be a way that the damage is influenced by the check, and the respective DC?

Example: One of my side characters recently was doing the climbing quest. Level 4 Sorcerer. With buffs, including Jump, and Stat Buffs, and EFUSS Ranks, I had a +48 Climb modifier. Using A Grappling hook, I had a DC 16 to climb upward. Rolled a 1, 22 damage, Instant death for a average con caster.

Just seems a little unrealistic, to me... I can understand the need for risk, but when your skill and equipment used so Out-weigh the DC, shouldn't there be reduced damage of some sort.

I'd suggest something along the lines of a scaling damage based on first, weather the check fails completely (I.E. The 1 + check is below the DC), for full damage. If the check would have otherwise succeeded, you can scale the damage done by how much better the 'check' is to the DC, giving ones training and equipment on how to prevent and reduce damage of a fall, if they put in the points and costs to take them.

Also, would put an 'in combat' check, to prevent this reduction from occurring, when your rushed, not taking the precautions of training.
#8
Bug Reports / Spellsword Perk.. missing feats
October 24, 2013, 05:15:54 AM
The "Spellsword" Perk for sorcerers doesn't seem to be applying the Weapon Proficiencies that the forums list that it should be.

Have tried relogging, as well as contacting a DM in game, no luck.

-- Nevermind! Seems upon leveling again, it applied them to the character. Just doesn't seem they don't count for Taking other feats (I.E. Can't Focus in a Martial or Exotic weapon)