The following, now mundane abilities have had their DCs adjusted:.This prevents mind immunity from negating their damage entirely, which aligns with lore. Shadow spells have their own saving throw type.As a result, their future Reflex saves drop to 36 against other fire spells, until 3 rounds have passed (or longer, if targeted by another Fire spell). Example: A character with 38 Reflex succeeds at their saving throw against Meteor Swarm.Greater Restoration and the -pray command clear the current penalty.Saving throws against persistent areas of effect and spells cast via items do not increase or extend the penalty.The penalty cannot lower a character's effective saving throws below 35, which means that only characters with higher saves are affected.Weaker spells do not increase the penalty, but also refresh its duration.2 for spells of innate levels 7 and above, and.The amount depends on the spell's innate level:.Successful saving throws against spells with the same descriptor refresh the duration. This penalty stacks over multiple casts and lasts for 3 rounds.Successful saving throws against spells cast by player characters now apply temporary penalties to saving throws with the same descriptor.More detailed saving throw descriptors reveal at a glance whether a saving throw included bonuses against spells or not, as well as whether a target was immune.Saving throws that normally halve damage will instead apply no damage if a target is immune against their descriptor:.Targets with 95% or more immunity against a damage type are also immune against the corresponding saving throws.As a result, the DC formulas of some abilities may be reviewed in future. Poisons, grenades, traps, "mundane" attacks, as well as items with the "Mundane" item property now count as mundane, ignoring all bonuses vs.They still ignore Spell Resistance, however. Spells with persistent areas of effect count as spells when it comes to saving throws.They stack with the above, type-specific bonuses. Saving throw bonuses that only work against spells (like the Spellcraft skill) now only work against actual spells and abilities specifically marked as such.Saving throw types are more intuitive: Equipping an item with a bonus to saves against fire helps as much against Fireball spells as it does against mundane flames.This addresses an issue where the heartbeat script, which fires independently every 6 seconds, occasionally did so very shortly after the initial damage, effectively doubling it. After entering a tentacle spell area of effect and receiving the initial burst of damage, targets cannot be affected by the same spell again for about 3 seconds.The damage per tentacle is unaffected by this change. Empowered tentacle spells do not increase the CL-based amount of tentacles by 50%, only the random amount.Spellbound wands with such spells, as well as the Grease and Web wild surges, also use the correct DC.Spells with persistent areas of effect use a DC framework that addresses various inconsistencies regarding DC bonuses & penalties applied by custom classes and paths.This feedback text is now more detailed and will also list the specific bonuses applied by each of these effects.Īdditionally, the remaining duration is presented in a more readable format for longer-lasting effects. EFFECT ICONS Clicking any effect icon prints the remaining duration of all active effects corresponding to the icon.
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