Ok this really annoys me that some spells seem to have a completely ****ed up DC.
I tried to use Slay Living and Melf Minute Meteors for example but even the creatures with very low saves easily make their saves. At first I dismissed it that I calculated DC wrong etc.
Just now in Battle Square a Greater Fey resisted my spell on a 18.
My Cleric sports a DC of 10 (base) + 8 (wis) + 5 (spell level) + (4 GSF Necro) = 27 DC. No way in hell should it make a save against it at 18.
Same goes for my Sorceress with Melfs. Against Frost Giants who have like +6 on Reflex Saves easily 80% of them get saved against.
She sports with eagles splendor active: 10+8+3+4 = DC 25.
How enemies can save with a meager +6-9 reflex save against that is beyond me.
I am trying to find a flaw with Near Infinity but was not successful yet.
Anyone else knows something about that?
Bugged saves for some spells
I noticed that when I was analyzing the spell, it even creates a different item for each cleric level you have up to level 30.
Problem is I cannot find the flaw in the *.itm file.
Funny enough Harm and Destruction work well and seem to calculate the DC correctly.
I could do a workaround modifying the spell with a save penalty so it matches the actual DC.
Edit: Did a series of tests. Summoned a monster (Otyugh, does not matter which) and checked out when exactly the border from fail to save comes.
My Slay Living DC is 10 (base)+ 8 (wisdom) + 5 (spell) + 4 (GSF) = 27.
The Monster failed it's save up to 14 and saved starting at 15.
This leads me to the conclusion that for some reason the spell fails to incorporate wisdom and SF/GSF modifier. The question is where in the *.itm file can I find that?
I also suspect this is the problem with Melfs Meteor and Mordenkainen's Missles and would explain why these spells fall off so rapidly even in normal though Melfs still does reasonable damage but the Mordenkainen Missles even tend to do less damage than Magic Missle which is ridiculous.
This sadly also means I cannot apply a straight -save modifier since the DC changes and if I'd get more wisdom, I can get the Every God Ring soon, the DC would change again and the formulae would be wrong again and constantly editing the spell would be tiresome.
Test with Melf Meteors:
My Sorc should sport a DC of: 10(base)+7(charisma)+3(spell)+4(gsf)= 24
As expected the monster saved at 13 and failed at 12. Again the spell does not incorporate
In this regard I think I will simply make Melfs unsavable and reduce the damage a bit which would match the BG 2 spell. In light of it needing a ranged touch attack already I find it ridiculous that it can be saved against anyway.
Test with Mordenkainen:
Results showed the same trend as in the first two tests. Now all I have to do is find a way to fix it and I do not even know where to begin since my editing skills are limited at best.
Problem is I cannot find the flaw in the *.itm file.
Funny enough Harm and Destruction work well and seem to calculate the DC correctly.
I could do a workaround modifying the spell with a save penalty so it matches the actual DC.
Edit: Did a series of tests. Summoned a monster (Otyugh, does not matter which) and checked out when exactly the border from fail to save comes.
My Slay Living DC is 10 (base)+ 8 (wisdom) + 5 (spell) + 4 (GSF) = 27.
The Monster failed it's save up to 14 and saved starting at 15.
This leads me to the conclusion that for some reason the spell fails to incorporate wisdom and SF/GSF modifier. The question is where in the *.itm file can I find that?
I also suspect this is the problem with Melfs Meteor and Mordenkainen's Missles and would explain why these spells fall off so rapidly even in normal though Melfs still does reasonable damage but the Mordenkainen Missles even tend to do less damage than Magic Missle which is ridiculous.
This sadly also means I cannot apply a straight -save modifier since the DC changes and if I'd get more wisdom, I can get the Every God Ring soon, the DC would change again and the formulae would be wrong again and constantly editing the spell would be tiresome.
Test with Melf Meteors:
My Sorc should sport a DC of: 10(base)+7(charisma)+3(spell)+4(gsf)= 24
As expected the monster saved at 13 and failed at 12. Again the spell does not incorporate
In this regard I think I will simply make Melfs unsavable and reduce the damage a bit which would match the BG 2 spell. In light of it needing a ranged touch attack already I find it ridiculous that it can be saved against anyway.
Test with Mordenkainen:
Results showed the same trend as in the first two tests. Now all I have to do is find a way to fix it and I do not even know where to begin since my editing skills are limited at best.
Ok it really seems like all "created" items via spells like Destruction, Melfs, etc. seem to have this problem. I did several tests now and all have the same behaviour which makes these spells immensely weaker than anything in the same spell level range.
It could be that this is a hard coded issue and in order to fix it it might be needed to change the spells completely so they are kind of ranged touch spell instead of created items.
I think using the spell Finger of Death with an effective reach of 1 should do the trick with appropiate modifications of course.
Cannot do the same with Melfs though sadly.
It could be that this is a hard coded issue and in order to fix it it might be needed to change the spells completely so they are kind of ranged touch spell instead of created items.
I think using the spell Finger of Death with an effective reach of 1 should do the trick with appropiate modifications of course.
Cannot do the same with Melfs though sadly.