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Topics - Dredi

#21
Suggestions / Lightning!
July 31, 2021, 11:15:38 AM
So, just a few things with relation to lightning theme elemental spells

Lightning Avatar:
Love it, super fun. Could we add 20ft Bright blue light to it? The VFX are amazing but it should definately give off light, otherwise it feels a bit..off, in darker areas.
Could we also clear up the wording a bit, change it fom "+1 Attack" to "+1 Bonus to attack rolls" as this could otherwise be interpreted as a haste-like attack per round.

I cant really speak to its efficacy just yet, though it does feel a little hard to use. Might be much more viable if the lightning damage continued beyond the target of the spell (like a regular lightning bolt) as in most situations its pretty difficult to be positioned behind mobs - though certainly not impossible.

GSF: Evocation, Lightning Bonus.
This one seems just..super inconsistant and flat out worse than fire.

So just for conjfirmation, this relates to the bonuses you get to elemental spells when you have GSF Evocation and cast a spell of your selected element. You can only have 1 selected element at a time and it typically ties into your flame weapon element.
These bonuses are:
QuoteFire - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.
Cold - Damaged targets make a saving throw or suffer Slow for one round.
Acid - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.
Electrical - Damaged targets spread 1d4 electrical damage to other nearby targets.

So there are few important distinctions to make here:
Fire, Acid and Cold all occur every time a spell strikes an opponent, but they have a saving throw to negate the effects.
Electrical does not occur every time a spell strikes an opponent (Seems to be random %) requires another target to be nearby but does NOT require a saving throw.

This being said, fire only needs to fail its saving throw once to already have done more damage than electrical in practically any given situation - and even then it requires there to be 2 targets in relatively close proximity which is not always going to be the case which means the ability to take advantage of this bonus is reduced over that of the other spells.

So. In my opinion, how do we fix this?

I see two ways we could do this, either we change the effect to being a debuf, more akin to Acid and Cold (For example -2 AB for 1d3 rounds with a reflex save to negate)
Or we lean into the "Burst AOE damage" which, arcing electricity? Does feel more thematically appropriate and fun.

But to do that you'd need to make some changes. Remove the % failure rate from it so it always occurs, add a reflex save and cap it (if it isnt already) to hitting one additional target per person struck. So a lightning bolt hitting 5 targets, 5 additional targets would be chosen to take an additional hit of damage, with a reflex save to either half or negate the additional damage.  You could also consider delaying this damage and "Charging" the enemies struck with it to cause damage when another hostile creature comes within 5 feet of it but thats probably a lot of work for something not particularly important as things go.

I would be tempted to consider allowing a tiny increase to the damage (1d4+1 or 1d6) if it is to be a pure damage effect, just to keep it more in line with fire. Alternatively you could scale it with the level of the spell. 1d4 for cantrip, 1d6 for level 1 and 2 spells, 1d8 for level 3 and 4 spells, 1d10 for level 5 - just  throwing out ideas.

I do feel though that in its current incarnation it is particularly weak though, comparatively at least.
#22
Bug Reports / Mesmerizing "Bewitching" player tool
July 27, 2021, 10:15:37 PM
Mezmerising Sorceror perk, at level 5 grants a "Bewitching player tool"
Player tool is referred to as "Charm Monster" in the player tools selection, its actually (like the wiki states) more of a Lesser Confusion.

However the ability will outright fail when casting it on certain targets and there is no clear rhyme or reason?
It is possible it is limited by HD or by race? It just says something like "This target is beyond your power"
This is not however an immunity as there is another specific message for things which are outright immune.

Additionally, if you target the spell on an invalid target (Ex: the floor, yourself, another PC) - Something that will, 100% of the time never work, as opposed to say simply an immune npc - it still uses up one of your 2/day uses. I appreciate this is more of a suggestion but having it not consume a use when not used in a valid way feels like it would be a fair qualiy of life change.
#23
Bug Reports / Arcane Familiar: Parrot
July 27, 2021, 12:51:10 PM
Slight bug with this one.

At level 1 The barrot has 2 spells, Colour spray and Eagles splendor.
Around level 2 or 3 you get a second cast of colour spray but lose the ability to cast eagles splendor.

Its still missing at level 6.
When entering combat, the AI is able to cast eagles splendor however on itself which makes me think that for higher levels the Familiar doesnt have this spell tagged correctly so that it can be cast from the radial menu? - I believe the slime famliar may have a similar issue with the grease and lesser dispel spells.

Thanks
#24
Suggestions / Custom Made Equipment - Robes
July 24, 2021, 02:01:56 PM
Heyo!

Is there anyway we might consider allowing players to change the "Robe" type of armor when having it custom made at the appropriate NPC?
Robes can be adjusted in the OOC starting area with the tailor there but not any of the enchantable custom armor's you can access in game.

I appreciate there's probably a selection of these appearances that you may need to remove from the relevent lists and that it would likely rely on PC's not abusing it to make Full plate look like cloth but even if you limited it to say, the base NWN robe forms and then limited these to Cloth/Leather custom armors then it would give a decent amount more variety.

Thanks!
#25
Bug Reports / Rogue Perk: Physician
July 24, 2021, 11:00:50 AM
Intended Behaviour, as per the Wiki Article:

Physician
Level 5: +4 Heal, +2 Saves Vs. Disease and Poison
Pure Bonus: Healed of disease after rest. The healing rate of Medicinal Herbs is increased by 1.

Problems:
Skill and save bonuses are actually applied at level 4. (not sure why you would need level 5 for a rogue minor perk anyway? but there you go)
The +2 saves vs disease does not seem to apply.
The "Healed of disease on rest" applies AFTER the saving throw for disease damage which makes this considerably less useful and frankly, a bit risky to use?
Would it be possible to either remove disease prior to the roll, or remove disease and remove any ability decreases on rest?
#26
Suggestions / Half Orc Barbarians
July 23, 2021, 10:45:25 PM
Pretty simple suggestion.

With the EFU Changes to Barbarians now requiring additional attributes it has, i feel,  led to Half Orcs  lagging behind  other races as barbs, given the racial -2 to charisma

I suggest allowing Half Orc Barbarians to have their base charisma score count as 2 points higher for the purposes of calculating both Base Barbarian Rage and Furor effects.

I dont feel its a huge or unreasonable buff but I leave it to the discretion of our EFU overlords.
#27
So I think its about time I close off this little chapter more formally and that means screenshots!

Nadine was originally conceived as a character in november 2020  and was originally intended to join House Glitt who were at the time recruiting. I wanted to play in a bit more of a supporting role to the stories of others while playing with the alchemy system - a system I've always really enjoyed - to make fun and fantastical things while generally trying to do good and help people, if only in rather minor ways. She was good to a fault but often rather cowardly, trying to make the world a better place a little bit at a time but rarely with any too significant impact - collecting donations for charity, booking and providing food for people in need and the like.

In her early days Nadine helped remove a curse from then-Castellan Leopold Sobol as well as a seperate and distinct curse upon one of the Glittsmen, which culminated in a patrol and uiltimately what Nadine would come to call "The Commons Incident" - an altercation with the Knaves in which, against overwhelming odds, The Knaves would succeed in driving off about 12 people with just the loss of Silvermask Stellian Orza in return. For this death the Knaves took the life of all 4 of the glittsmen present that day with the other hostages allowed to go free.

Following this Nadine entered a rather deep depression having seen many of her friends and - in her mind - would be colleagues slaughted like cattle inches from her face which would in turn cause her to make a decision she would later live, very much to regret - She accepted an invitation, among many others, to the domain of the pallid prince for a night of revelry. She didnt expect to survive and had hoped in many ways that she would at least go out helping someone or doing some good, instead she would be scarred deeply by the experience and cursed with the princes attention from then on, a point which in turn gave reason for her to develop a rather crippling fear of death.

Around this time the archives would be destroyed and ridding her of her tiny, insignificant job - though she would continue to wear the robes of this for many months to come.

This loss of connection to the 99th and the curse of the pallid prince would drive her kingsward, seeking both safety and refuge, but the means to free her from her bonds, she would eventually find at least one, but only after the death of many ringrunning colleagues. including most notably Huck and Cuibhne Nadhac, the latter of which was lost to interparty conflicts that had been enkindled by otherwordly creatures and beings. Cuibhne's death tore the group apart and once they finished the next leg of their journey and reached Baz'eel, Nadine would depart the group for good.

And it is there she now has retired - living in Baz'eel where it is safe and working as an alchemist and other scholarly pursuits while occasionally speaking with her former companions to get updated on the ongoing troubles from the outer rings though sometimes on a dark night when the moon is clear a pale lady may yet be seen in the 92nd ring, tears streaking down her face while the light of the moon shines through her - as though she wasn't really even there.

There are many bits that I'm missing because it was such a long ride so sorry if you've been missed in some of the more broads strokes. - With that being said, I'd like to thank the players of Caitlin, Boppi, Huckleberry and Vincent, Totenkinder, many of the Geirssons, Arkavin and Clifford, Angela, Drystan, Maeve and Naahmah, All of the Knaves (Whom Nadine tried to redeem in her own way on more than one occasion post unmasking!) Ser Percy, Rhiannon, Thorgred and Seirian as well as Everly, Agnes, Wednesday, Indali, Meredy and Cuibhne and of course Fentleberry who basically bankrolled Nadine's Alchemy (933 unique alchemy experiements completed without dying!). I'd also like to thank YMD and Abala for all the great stuff you ran that I got to be a part of.

I'm awful with screenshots but I made more of a concerted effort to take some this time around so I do have some to show but feel free to throw up your own if you care to share any you might have of her :)

Character Sheet: https://imgur.com/a/qyKQy3K

Screenshots! https://imgur.com/a/hb9FQrp

And of course, what you all want to see: DM Loot: https://imgur.com/a/54ZV8oI

(Sorry if the format isnt great, you may need to open the images in new tabs to view them properly)

Thanks everyone, see you when I decide to roll the next one :)
#28
Bug Reports / Peerage Shops - Persuade Items
March 26, 2021, 08:51:16 PM
From server inception the Magus' shop in the peerage has sold a few additional items when you succeed on the autopmatic persuade checks (Or checks silver palm)

When certain other stores were implimented (Brokerage Office and, while they were in place, the Letter retainer Houses) I suspect that a copy of the Magus' store was used when creating these other shops and now the Magus' hidden items for sale occasionally show up in other stores instead. Its fairly inconsistant  but have definately seen bundles of Quartz in Rowan Rummage's Inventory as well as the Zheng prestige shop, when it was in place.

Thanks.
#29
Suggestions / Rogue Perk - Forger
March 22, 2021, 04:22:26 PM
Hello!

Official licenses and the like are largely non-existant (Barring maybe the non-physical Peerage Papers Item)

Would it be possible (and desired) to allow this perk to sign Paper when  writing items in another persons name, so long as they have an example of that person's handwriting (I.E another piece of paper with their name, and not "Anonymous" on it.)

Thanks
#30
Bug Reports / Uncle Worns Secret Potion Soup
December 03, 2020, 05:13:20 PM
Produced from Cooking with Uncle Worns Old time stew stock, using it produces the following message

"This potion/scroll is deprecated and no longer functioning. Please make a bug report of where this item was found so it can be replaced"
#31
Bug Reports / LEsser Planar Binding Duration
November 26, 2020, 11:43:28 AM
The spell is listed as lasting 24 hours.

The spell actually lasts about 3-4 ingame hours.

Thanks.
#32
Bug Reports / Broken Bundles
November 18, 2020, 11:08:25 AM
The Thayan in the Peerage ward sells (With a successful Persuade check) 3 bundles
Bundles of Planar Filth, Fish Scales and Quartz Crystals.

All three cost 1 GP and none of them function, they all bring up an error (Which, sorry, I failed to note down at the time) when trying to unbundle them and the items are destroyed with no new items generated.
#33
So I figured I should let this one go.

I've lost energy to play again recently and its not fair for me to try and pick up the character again later.
Senith was - despite many frustrations in playing her - one of the more enjoyable characters I've ever picked up, she was played with fairly simple ideals.

Senith's joining of Nephezar was her way, as an Orphan, of getting off the streets - something she would be eternally grateful to the House for, even though at times that relationship was strained.
Senith's other goals were to: Learn as many conjuration schools as possible (Peaked at 17 different themes at once!)
Master alchemy and have at least one important alchemical or magical discovery to her name (Unfortunately this, while in progress, would never be completed)
Try to become Good Aligned.

Senith hated politics, hated combat and would gladly cloister herself away if she had a chance but this was never really an option so she would often be forced into situations and doing things she did not want to do and often found herself playing diplomat between the peerage, ticker and anyone else. Senith unfortunately didnt really understand "good" at a very basic level and was often fighting her own apathy to do the right thing and the internal conflict of both a very strong innate fear of her own powers and a very real lust for more.

I'd like to thank a number of people who made the character grow but most of all I'd like to thank Stranger who really pushed me to go beyond with the character when I was struggling.

Unfortunately, while I will forver think of EFU as one of the best Roleplay experiences that exist - period - its difficult for me and many factors of it really screw with my anxiety which make it hard to play for too long and the (not unreasonable) rules regarding drop-in-drop-out characters being what they are make it difficult for me to deal. That being said I'm sure I'll be back with another character at some point. Eventually.

I admit, I'm always awful with screenshots but I did capture one or two good ones with this character

Senith would often find herself in control of objects of unquestionable evil...which she would then need to destroy. Always difficult to let go of that power.
https://imgur.com/a/PJ3FVMC

Senith would wander
https://imgur.com/wRF9lnv

And do strange things..
https://imgur.com/a/cxcVWEc

And sometimes place spells badly..
https://imgur.com/a/OLP6Hig

And fight with members of her own house often
https://imgur.com/a/dLzXRuY

But she was fun for the time that I had her
https://imgur.com/a/6PAgRhR
#34
Bug Reports / Rotbringer
January 23, 2020, 07:08:46 PM
The core components of this subclass appears to be broken currently.

Killing enemies does not spawn zombies.
Animated zombies are not the special Rot-zombie.
#35
Suggestions / Timed Orders
January 19, 2020, 05:53:50 PM
Hello!

Simple one - when you speak to a merchant NPC you can order goods from (Healing supplies, Adventuring bits,  Magic Bags, Alchemy supplies..probably others)  It tells you, if your package isnt available yet, when it will be.

Just a quick "it will arrive in X Real Days/Hours/Minutes"
#36
Bug Reports / Porcine Fleshbud
January 19, 2020, 11:08:56 AM
Now drops correctly -- but the summoning tags dont seem to be there, so rather than summoning some abberant monster as you might expect, it instead summons whatever theme your character is currently set to (Native creatures to most) and including any modifiers (I.E if you're using a conjuration focus and focused on a +1 reagent for earth, the Summon monster 3 on the item summons a tier 4 earth elemental.

These are dropped from the "Porcine Fleshbud" searchables in the "Belly of the Beast" seam.
#37
Bug Reports / Explorable: Squats
January 05, 2020, 11:26:16 AM
I'm assuming this is a bug, but only one varient of this specific explorable ever spawns which is a rest spot. The NPC in this squat (located centre south on the map) has text but offering to give him a gold piece doesnt actually deduct a gold piece from your inventory.

I'm assuming there are probably other squats but that they just arent spawning for some reason.
#38
There are a set of 5 scrolls sold for 500 Favour in the Planar Prospectors store, these scrolls indicate that when the magic on the scroll is read, it will provide a buff to the appropriate conjuration stream for a "Limited duration"

Note, none of these items have any actual stats or "unique powers" and the item is coloured purple (once purchased) It lacks, however, the typical "Summoning Component" Purple text in the description is missing.

When used, this seems to be a single-use reagent for the Rings native summoning theme. (Sewer Rats, Alley Cats etc) at a  +1 modifier, but is then consumed.

The text reads as if it should provide either a "This reset only" +1 tome OR that when used, it will provide a long lasting, but temporary buff to the appropriate elemental conjuration.

Either way, it does not appear to be functioning correctly and I would suspect the other 4 items (unstable, pyromancy, Aeromancy, Terramancy) all are broken as well, but considering the considerable amount of favour required to purchase one (and the loss already incurred in the first one), I'm not in a position to test this.
#39
Suggestions / Thoughts on Conjuration
January 03, 2020, 04:22:05 PM
Okay!

Now to be clear as a preface for this, this is not a "PLZ BUFF" or "PLZ NERF" post.
Comments here come from playing a conjuror with access to multiple themes of conjuration and is mostly just trying to identify outliers, summons which are uniquely underpowered, overpowered or have bork'd stats.
I've already discussed some of this at length with SFP but I figured I'd put my thoughts down in writing.

Elemental
(This speaks for Ice, Fire, Water, Wind and Earth)

These are for the most part fairly balanced as a theme in and among themselves with the exception of ice which does not seem to scale especially well, Ice summons also do not literally scale very well and can become gigantic by tier 4-5.
Earth Elementals are incorrectly marked as being "Outsider" race, rather than elemental.
Earth is perhaps the most consistantly strong of all of the elementals, but it has the significant downside of taking up alot of room which tends to balance it out.

Issues with Ice Elements: The ice aura they havedoes not scale, either in DC or damage. Since the DC is 10 and the damage (appears) to be 1d6, this prevents it from really being impactful at later levels.
My thoughts for this: Ice elementals should effectifvely be earth elementals in terms of their effectiveness (Large monsters, should be bulky HP wise but not AC wise, mostly bludgeoning with SOME cold damage) but slightly weaker physically to earth, given it has the aura.
Overall I'd reccomend a bit of a buff to them regarding physical damage or a buff to their aura. But it depends on how strong you want the stream to be, currently its difficult to obtain and weak which is typically a combination we dont want.

Abberations
Abberations 1,2 and 3 I feel could use some rebalancing.

Abberation 1 is perhaps the strongest tier 1 summon in the game. Not especially strong upfront, but it is a ranged attacker that does not rely on AC or Spell resistance, which means its fairly consistant damage.
Abberation 2 is perhaps the weakest tier 2 minion in the game. It has average AB and HP, low AC, No spells and its damage is 1d2-2 (Yes, max 1 damage) with no other modifiers.
Abberation 3 is obviously very specific in its usage, but 18hp and a low AC with no concealment leave a little be desired. I'd suggest either enhancing its spellcasting (1 spell currently) or just bump its HP a little so its not killed by attacks of opportunity
Abberation 4 is.. Ehh. A bit below average, but certainly functional.

Astral
Astral obviously is much weaker in direct combat strength than other themes - for a very good reason.
However, I feel that the combat damage is perhaps a little too nerfed, especially of later ones (level 4 summon, damage is 1d3 +2)  further  Astral 4's Bolt attack does not actually do anything and is currently bugged even on a failed save (I believe this should be entangled)

Dogs
Each stage I'd say is fairly universally weak across the board - and it pains me to say that. I figure this is probably intentional, but a tiny little buff to this theme I think would go a long way to making them more viable than the base elements. When you consider they lack immunities that say Illusions or Elementals have (Mind-effecting being a major one) this puts them pretty weak, if still cool :)

Illusions
Overall i'm not going to comment on nstrength as I feel its in a good place. But I feel the races of each of the summons could be reworked (Should probably be Construct?) Some are listed as undead, some as magical beasts? - they're all over the place for something which should be Illusions.




#40
Bug Reports / House Nephezar, Shining Chamber placables
January 01, 2020, 08:53:20 PM
Heyo.

The mist placables in this room are vulnerable to damage from AOE attacks and can be destroyed.


....We havent been setting off fireballs in there, I promise.