evards dc incorrect
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the dc for evards doesnt seem to be being calculated correctly.
see screenie! dc should be 10+5(int)+2 (sf) +4 (level) = 21
(frustrating as i died cos the spawns weren’t incapacitated by the spell)
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@Cadiz DC is correct. Its not based on the function you think it is based on. Its based on a grapple check.
//:://///////////////////////////////////////////// //:: Evards Black Tentacles: Heartbeat //:: NW_S0_EvardsB //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Upon remaining within the mass of rubbery tentacles the target is struck by 1d4 + 1/lvl tentacles. Each makes a grapple check. If it succeeds then it does 1d6+4 damage and the target must make a Fortitude Save versus paralysis or be paralyzed for 1 round. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 23, 2001 //::////////////////////////////////////////////// //:: GZ: Removed SR, its not there by the book #include "X0_I0_SPELLS" #include "x2_inc_spellhook" void main() { object oTarget; effect eParal = EffectParalyze(); effect eDur = EffectVisualEffect(VFX_DUR_PARALYZED); effect eLink = EffectLinkEffects(eDur, eParal); effect eDam; effect eFail = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); int nMetaMagic = GetMetaMagicFeat(); int nDamage; int nDieDam; float fDelay; int nNumberTargets = 0; int nTargetSize; int nTentacleGrappleCheck; int nOpposedGrappleCheck; int nOppossedGrappleCheckModifiers; int nHits; int nMinimumTargets = 2; int nTentaclesPerTarget; int nCasterLevel = GetAdjustedCasterLevel(OBJECT_SELF); if ( nCasterLevel > 20 ) { nCasterLevel = 20; } nTentaclesPerTarget = d4(); if (nMetaMagic == METAMAGIC_MAXIMIZE) { nTentaclesPerTarget = 4; } nTentaclesPerTarget = nTentaclesPerTarget + nCasterLevel; if (nMetaMagic == METAMAGIC_EMPOWER) { nTentaclesPerTarget = nTentaclesPerTarget + (nTentaclesPerTarget / 2); //Number of variable tentacles is +50% } oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { // if ( GetCreatureSize(oTarget) >= CREATURE_SIZE_MEDIUM ) { if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator())) { nNumberTargets++; // } } else { // Some visual feedback that the spell doesn't affect creatures of this type. fDelay = GetRandomDelay(0.75, 1.5); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFail, oTarget, fDelay); } oTarget = GetNextInPersistentObject(); } if ( nNumberTargets > 0 ) { // Distribute the tentacle between all valid targets. if ( nNumberTargets < nMinimumTargets ) { // If there is only one target in the area, then only a portion of the tentacles should be able to reach them. nTentaclesPerTarget = nTentaclesPerTarget / nMinimumTargets; } else { nTentaclesPerTarget = nTentaclesPerTarget / nNumberTargets; } oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { nDamage = 0; nTargetSize = GetCreatureSize(oTarget); if ( nTargetSize >= CREATURE_SIZE_SMALL ) { if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator())) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_EVARDS_BLACK_TENTACLES)); **nOppossedGrappleCheckModifiers = GetBaseAttackBonus(oTarget) + GetAbilityModifier(ABILITY_STRENGTH, oTarget);** if (nTargetSize == CREATURE_SIZE_LARGE ) { nOppossedGrappleCheckModifiers = nOppossedGrappleCheckModifiers + 4; } else if ( nTargetSize = CREATURE_SIZE_HUGE ) { nOppossedGrappleCheckModifiers = nOppossedGrappleCheckModifiers + 8; } for (nHits = nTentaclesPerTarget; nHits > 0; nHits--) { // Grapple Check. nTentacleGrappleCheck = d20() + nCasterLevel + 8; // Str(4) + Large Tentacle(4) nOpposedGrappleCheck = d20() + nOppossedGrappleCheckModifiers; if(nTentacleGrappleCheck >= nOpposedGrappleCheck) { nDieDam = d6() + 4; //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_MAXIMIZE) { nDieDam = 10;//Damage is at max 6+4=10 } if (nMetaMagic == METAMAGIC_EMPOWER) { nDieDam = nDieDam + (nDieDam / 2); //Damage/Healing is +50% } nDamage = nDamage + nDieDam; eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE); fDelay = GetRandomDelay(0.75, 1.5); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); } } } } if(nDamage > 0) { if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDCCustom(), SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay)) { DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(1))); } } oTarget = GetNextInPersistentObject(); } } } -
If Evard's DC calculation followed the logic of other spells it'd be horrendously overpowered.
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M Mr.Moloch moved this topic from Bug Reports
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I am sure that it has been changed. probably when it was altered to stop small creatures from being immune.
I know that we used it with very good effect with the blackwheel hin we had. immobilised a room full of ftrs with those best Fort saves. that would not happen with dc 14.
if this is the new improved version it has gone from being the go to spell for small chars to pointless for everyone pretty much
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@Cadiz Save was always this way actually. Wasn't changed at all.
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Save looks like it may be a bug.
Spell is weird and has an odd grapple check which confuses things. Will try look at the save.
What class did you cast it with?
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This picture is one of my Wizards casting it, grabbed it from a video I made for Echo approx 2 years ago.
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@Zool pure wiz level 10