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A forum for the Knights Templar mod for Neverwinter Nights
 
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 On hit power lvl 1

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aztech63




Posts : 31
Join date : 2008-09-10

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PostSubject: On hit power lvl 1   On hit power lvl 1 Icon_minitimeFri Sep 12 2008, 14:02

I notice that many weapons have something that says like On hit unque power lvl 1 or lvl 2 or lvl 3...

What does each level give you? Obviously more damage but is it like level 1 is 1d8 level 2 2d8 etc???? What actual increase is from level to level?
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: On hit power lvl 1   On hit power lvl 1 Icon_minitimeSat Sep 13 2008, 01:09

The on hit level really doesn't do anything. KT uses a custom weapon script I developed to get around Bioware's 20 point damage limit. That is, it limited you to no more than 20 points of damage of any type.

My system is based on the d8. The 'on hit' level is only a descriptor and does not actually do anything. I think there are some items that still say level 1 even though they do much more damage (if you see something like that, please let me know).

The actual damage amount is based on the base damage I assign (1d8, 2d8 or 2d12) plus a code I put on the weapon (either manually or by script when you enchant a weapon). The "on hit" level is calculated by adding the base damage to the extra damage dice.

For example, a weapon with only 2d12 of base damage is considered a level 3 weapon. It won't do any extra damage beyond the 2d12. A level 5 weapon will do 2d12 plus an extra 2d8 of damage. The custom script deducts the base damage from the extra damage when calculating level.

Now you might wonder why I did it that way. Why didn't I just eliminate the base, traditional Bioware damage altogether and do all the damage using my custom script? Well, critical hits only affect base damage. They do not and cannot affect the extra custom damage, because I have no external method in software to determine if a critical hit was scored. The core melee scripts aren't accessible. They are hard coded into the game machine (at least I have never found a way to get into them).

So, I mix and match my custom system with the base damage so that your weapon will do more damage on a critical hit. This has a side benefit (in my opinion) of reducing the damage dealt from critical hits, which I think are overpowered in the original game. Another side benefit, I used to have to put multiple damage types on weapons to make them effective at higher levels, pretty much making one weapon that would do it all. Now I can put lots of one type of damage on a weapon, making it effective against some monsters but worthless against others. This forces characters to actually develop and use more than one weapon, something I think makes the module more interesting.

Bottom line: the level is something I put on the weapon so you know how many total d8 of damage it does, but the level does not actually have any effect. I think level 30 is about as good as you can get right now, not counting upgrades.
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Wheatonrunner69
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Wheatonrunner69


Posts : 57
Join date : 2008-09-04
Location : Boston MA

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PostSubject: Re: On hit power lvl 1   On hit power lvl 1 Icon_minitimeSun Sep 14 2008, 09:51

I was asked about this since the DM replied, so I thought a few more examples may help.

Correct me if this is wrong, but it sounds right based off of the previous (lvl 5 weapon) example.

A lvl 3 on hit weapon starts at (2d12)
A lvl 4 on hit weapon would be 2d12 plus 1d8
A lvl 5 on hit weapon would be 2d12 plus 2d8
A lvl 6 on hit weapon would be 2d12 plus 3d8
.
.
.
A lvl 10 on hit weapon would be 2d12 plus 7d8
A lvl 12 on hit weapon would be 2d12 plus 8d8
and so on

-WR69


Last edited by Wheatonrunner69 on Sun Sep 14 2008, 21:36; edited 1 time in total
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: On hit power lvl 1   On hit power lvl 1 Icon_minitimeSun Sep 14 2008, 15:51

That's about it. Just please email me or post a note here if you find anything that is clearly not supposed to be on hit level 1. I'm pretty sure some gloves are still out there like that. They'll do plenty of damage, but they'll only say "on hit level 1" when you look at the properties.
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Zog2

Zog2


Posts : 142
Join date : 2008-09-07
Age : 58
Location : Vic, Oz

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PostSubject: Re: On hit power lvl 1   On hit power lvl 1 Icon_minitimeWed Oct 15 2008, 19:58

Yeah -- Apocalypse Gloves still say "On Hit Level 1", where the amount of bonus damage they do is what you'd normally get for about "Level 10"

Also... I picked up a flail called Elements.
It does various elemental damages, but also has an "On Hit" ...but the On Hit doesn't appear to do anything
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: On hit power lvl 1   On hit power lvl 1 Icon_minitimeThu Oct 16 2008, 08:32

Thanks, Zog2. I'll take a look at those items and fix the bugs. Changes will apply to only newly found ones. The old versions will remain bugged.

BTW, you proved my point that the on hit doesn't actually determine the damage done. It's a descriptor. The elements flail is probably not working because I didn't get the coding right to give it actual damage.
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