Binding is Admitting Defeat ~ YndrofianPlook~Squidgie~Eyern~Irnbru~Grotesque
Of The O.S.D, Argonnessen
Im not a PnP'er anymore, used to play way, way back, so can someone explain touch AC to me?
Thank you.
Binding is Admitting Defeat ~ YndrofianPlook~Squidgie~Eyern~Irnbru~Grotesque
Of The O.S.D, Argonnessen
Touch attacks are ones that bypass armor(including natural armor) and shield bonuses. Your dex, dodge and spells such as mage armor and shield(because they are force not physical) do count twards your touch AC.
Many mage spells use a "ranged" touch attack. So they only need to beat the type of defenses I mention to land those spells.
Just the gist of it as I understand it.
Edit: Does mage armor and shield correctly protect you(give AC bonus) from attacks by ghosts and wraiths in DDO? Never thought to check that.![]()
Last edited by llevenbaxx; 09-14-2007 at 01:23 PM.
Yes... It's easily explained, you simply read this.
Touch Attacks: Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
"Good judgment comes from experience, and experience comes from bad judgment."
-Barry LePatner
What I want to know is this......did you code this for YOUR machine or did you code it to work with the vast number of video cards, motherboards, CPUs, Memory Configurations, etc? What works great with one configuration is garbage on another and thus you have to change things until you get the major combinations to all work right. And to do that you must have a FORTUNE to actually test it with all the different combinations.
As for friendly fire try this scenario: Ranged attackers in a position that cannot be reached by melee types. Ranger stands behind tank who is shield blocking for him, fires and rolls a 1, critical fumble, shoots tank in the back of the head with his arrow and kills him. Ranged attackers then kill ranger. Game over. No one wants to play anymore.
Scenario 2: Same as above but substitute a caster who throws a fireball and kills both the tank and himself instantly. No one wants to play and game over.
Scenario 3: Game is made where you can only cast X spells per rest based on the rules. So a level 14 wizard could cast 4xLevel 1, 4xL2, 4xL3, 4xL4, 3xL5, 3xL6 and 2xL7 spells total. This means no resists for party, no mezzing the 60 mobs you come across in a quest, and just plain not much in the arcane sense. Too bad, so sad, no casters in the game because they all quit after crying that they were nerfed to the original BLUE RULES set of D&D!
The Misfit Toys
Nerate, Tarene, Lupina, Satina, Throckmorton, Dramain, Yarka, Unka, Cryptstalker, Scurd, Steadyhanded, Zonaari
Armor Dye Kits?
have you EVER been in a high level ddo dungeon? you realize the amount of hit points EVERY single mob has? if you gave caster the et amount of spells per day they have in PnP Every caster would be out of spells after 3-4 "fights". Meaning it would useless to even bring casters into quests as 95% of the time they would be just being soaking up mana not doing anything. I have a capped sorc with maximum mana trust me on this if the amount of spells we could cast were the same as pnp no one would be a caster out of sheer boredom of having nothign to do after 3 minutes in the quests.
Sneak attack only applies to physical attacks, not magical spells.
If you're talking about the flanking bonus you get for being behind a creature, that indeed does apply to ray spells, but it doesn't matter in DDO because you don't need to make a touch attack roll for ray attacks.
Actually sneak attack does apply (pnp) if you are
1) within 30 feet.
2) using a single targeting spell much like a ray. Lightningbolt won't cut it. (aka you must roll to hit. I don't know if MM works or not. don't think it does.)
What I forget is if this is generic across the board or only part of the Arcane Trickster prestige class.
Last edited by Bizbag; 09-14-2007 at 04:33 PM.
I'm not sure why you believe spells should apply to the abilities you mention.
http://www.d20srd.org/srd/classes/ranger.htm
http://www.d20srd.org/srd/classes/rogue.htmFavored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
As for rogues I see no mention of it being applied only to weapons. However since sneak attacks are only made at "vital spot" for extra damage, I would say you would have to roll a ranged touch attack to make one. Since we don't have ranged touch attacks in the game, imho think it's better to negate the effect rather then giving out the extra damage for free.
Also, if you think arcanes are "killed" as you put it, I would recommend watching some higher level socerers and wizards out kill the melee's at lvl 14.
Meh.....
I did some searching, and I was wrong. You CAN indeed sneak attack with a ray spell in PnP.
Link to the Wizards page which contains the following:
However, in DDO, there is no attack roll for ray spells, so it's fair that we cannot sneak attack with them.Spells as Sneak Attacks
Any spell that requires an attack roll and deals damage can be used in a sneak attack. In this case "damage" is normal damage, nonlethal damage, ability damage, or energy drain. You can sneak attack with a Melf's acid arrow spell, but not with a magic missile spell.
Ranged spells are effective as sneak attacks only at ranges of 30 feet or less (just like any other ranged sneak attack).
A successful sneak attack with a weaponlike spell inflicts extra damage according to the attacker's sneak attack ability, and the extra damage dealt is the same type as the spell deals. For example, a 10th-level rogue who makes a successful sneak attack with a Melf's acid arrow spell inflicts 2d4 points of acid damage, plus an extra 5d6 points of acid damage from the sneak attack (note that continuing damage from this spell is not part of the sneak attack). Spells that inflict energy drains or ability damage deal extra negative energy damage in a sneak attack, not extra negative levels or ability damage. For example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an extra 5d6 points of negative energy damage.
If the sneak attack with a weaponlike spell results in a critical hit, the damage from the spell is doubled but the extra sneak attack damage is not doubled (as with any sneak attack).
With spell effects that allow you to make multiple attack rolls, such as the energy orb spells or the Split Ray feat from Tome and Blood, you must treat the effect like a volley -- only the first attack can be a sneak attack.
i'm referring to my 10th level 24 STR ranger. Running through Stormcleave last night he critted a giant (a favored enemy for him.) for 47 points of damage before ice effect and before puncturing damage. It's a lot easier to see the favored enemy damage with a high level ranger.
The point of my first post is to show that a multiclassed ranger/rogue does get the bonus damage from both sources on each attack. (ex. if you're a 10 STR ranger/rogue using a rapier and flanking a giant (giant is a favored enemy in this example) you would roll 1d6 Base Damage + Favored enemy damage bonus (In this ex +4) multiplied by crit multiplier + whatever your sneak attack dice are (in this ex 2d6). If you rolled a 3 for the rapiers damage and 5 for the sneak attack dice you would see 7 +5 as your damage.)
Does that clarify it for you?![]()
Last edited by QuantumFX; 09-14-2007 at 10:09 PM.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
I didn't either...
Never put much enhancements into FE......just assumed I was getting a small bonus. And since my first FE was undead, didn't really matter cause SA doesn't work.
I suppose with the right enhancements you could get a lot of damage this way if it did stack.......never thuoght about it.
My caster would be tanking!
But yeah, we don't need to take away from casters in theis mellee biased game any more than we already have.
friendly fire as another poster suggested would mean that all arcanes only cast buffs....not the world I want to live in.
Sometimes it is almost sad that my wizard's great weapons never get used......i don't even get to use those scrolls of Tenser's Transformation that I keep around in case I run out of mana......someone always DVs me of gives me a mana pot......or harrasses me about being capped and recalling out for mana....
good rapiers and shortswords (drow), weapon finesse, 26 dex......possible tenser's transformation, or divine power clickies.......never used.....sad....so sad.
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Actually, I was referring to how drgsldr69 listed the damage, including this from a post other than the one I previously quoted:
In post I had quoted and responded to earlier, he implied that the favored enemy damage was added after being multiplied for a critical, which is incorrect.not the end of the world ??? hmm lets see here +1d6 sneak attack damage +1d6 favored enemy damage = +2d6 damage at low levels which can make a HUGE difference
Perhaps I'm not following some part of the conversation, but I don't recall ever saying that a ranger/rogue multiclass would not get the benefits of both classes. The OP repeatedly claimed that FE damage was +1d6, which is not the case. He also stated that he saw it as a x+y value when attacking, which is also incorrect.
I agree that we need another difficulty level on all quests that allow Friendly Fire rules. This would take PvP to a new level also.
Think about holding events in which you race your fellow party members to the finish, trying to kill them on the way through the quest while not dying yourself. The Barbarians Sprint Boost enhancement would actually be taken!!
OMG that would be so fun... caster runs through a door, throws up a max+emp+extended Firewall on door. Run through THAT suckers!!
It would be great fun in low level encounters, with high level characters!
Or, just working as a team on "Insane FF" mode would add a huge challange to the game. It would require the casters to go out in front to cast there spells, then run behind the melee. The melee would have to be conservative in their wild swings. Two Handed Fighters would need much more space.
Just make the favor special and seperate, like team cooperation favor.
I'm pretty sure I've read posts that say your normal AC is used for incorporeal cretures to hit you.......so Mage armor is useless unless it rasies your AC, which is doubtful by the time you are fighting wraiths etc.
I keep forgeting this, and still have mage armor spell and clickies to use when I fight these creatures.....useless if the forums are correct....but also if I've learned anything alse from the forums it is that I should keep the clickies in the bank for when they change this.