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TOPIC: True Dungeon Character Generators (App)

True Dungeon Character Generators (App) 3 months 1 week ago #1369

I want to echo the amazing job you do with the app!

I love the spell sequencing. I can get it to work about 90% of the time and honestly would have much less fun playing the elf wizard/wizard class without it. If I had to stop the DM after every round of combat to explain the mechanics, it would feel awkward for me and probably a little frustrating for everyone else. So...thank you!!!

Okay, appreciation aside, it does appear that issues did crop up in Room 4. Spell mitigation was very high in that room, even with a slight bonus for shock related damage. However, that also created several challenges. Ultimately, I was informed that spell damage resistance was 70% at nightmare level and 90% at epic level . Ouch!! Except, I discovered that very little was being resisted if I cast multiple spells using spell sequencing. I'm not ashamed to say I used that exploit on my first round in subsequent runs. There were other issues that didn't work in my favor. "Intensify" should have lowered resistance to only 25% when used on a spell and I didn't see that consistently working. Results were different if I manually input the mage powers versus using spell sequencing. But I didn't try it often enough to fully understand what it was doing.

Bottom line, I know you plan to eventually clean some of this up. I'm happy to help test some of this if possible. I also know that the next dungeon run starts in less than 3 weeks and fully understand if you don't have time to address the sequencing issues prior to that. Just want to point out that I understand the complexities of spellcasting that make some of this a challenge.

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True Dungeon Character Generators (App) 3 months 1 week ago #1370

I want to echo the praise for the app before before listing a couple of potential issues.

So, all hail the app and its developer!

Here are some things I noticed this weekend. I was using the iOS app running iOS 17.2.1 on an iPhone 11. If you can address them, that would be marvelous.

First, at least 1 of the 2024 tokens appears not to be available yet: Greaves of the Stalwart. It's not a huge deal, but I ended up leaving the Greaves slot empty and just reminding myself that I had 2 more melee damage resistance than what was shown on the app.

Second, after my first run, I used a Hitchhiking Ghost: Gog to equip Pantaloons of the Underdark (Immunity to Slow, Hold, and Webs) in the Ghost Gear slot. Despite doing so, the app claimed I did not have Free Movement. (I just told DMs that I did.) Perhaps this is based on a technical distinction between Free Movement and Immune to Slow, Hold, and Webs, but I wanted to flag it for consideration.

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True Dungeon Character Generators (App) 3 months 1 week ago #1371

Dave wrote: I want to echo the amazing job you do with the app!

I love the spell sequencing. I can get it to work about 90% of the time and honestly would have much less fun playing the elf wizard/wizard class without it. If I had to stop the DM after every round of combat to explain the mechanics, it would feel awkward for me and probably a little frustrating for everyone else. So...thank you!!!

Okay, appreciation aside, it does appear that issues did crop up in Room 4. Spell mitigation was very high in that room, even with a slight bonus for shock related damage. However, that also created several challenges. Ultimately, I was informed that spell damage resistance was 70% at nightmare level and 90% at epic level . Ouch!! Except, I discovered that very little was being resisted if I cast multiple spells using spell sequencing. I'm not ashamed to say I used that exploit on my first round in subsequent runs. There were other issues that didn't work in my favor. "Intensify" should have lowered resistance to only 25% when used on a spell and I didn't see that consistently working. Results were different if I manually input the mage powers versus using spell sequencing. But I didn't try it often enough to fully understand what it was doing.

Bottom line, I know you plan to eventually clean some of this up. I'm happy to help test some of this if possible. I also know that the next dungeon run starts in less than 3 weeks and fully understand if you don't have time to address the sequencing issues prior to that. Just want to point out that I understand the complexities of spellcasting that make some of this a challenge.

Gives me a headache just thinking about this. lol. I will address this in a future rev. (not February's run)

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True Dungeon Character Generators (App) 3 months 1 week ago #1372

I don’t think the Sun Scimitar or Sacred damage is set up correctly. I play a Monk using Benrow’s, with an Asher’s and Sun Scimitar combo. I have a damage bonus with bard song of +54 (31 untyped, +7 Sacred). In VTD 20 the final monster was an incorporeal undead. I would have expected Asher’s to be +7 damage and my Scimitar to be doing 31+ damage wheel more than Asher’s. Instead, both weapons were doing normal damage with no bonus for Sacred. This was also the case for VTD18 against Batterak.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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True Dungeon Character Generators (App) 3 months 1 week ago #1373

Grizwald wrote: I don’t think the Sun Scimitar or Sacred damage is set up correctly. I play a Monk using Benrow’s, with an Asher’s and Sun Scimitar combo. I have a damage bonus with bard song of +54 (31 untyped, +7 Sacred). In VTD 20 the final monster was an incorporeal undead. I would have expected Asher’s to be +7 damage and my Scimitar to be doing 31+ damage wheel more than Asher’s. Instead, both weapons were doing normal damage with no bonus for Sacred. This was also the case for VTD18 against Batterak.

In fact, the final creature took no additional damage based on Sacred. The +2 Sun Scimitar provides no additional damage other than the damage wheel. All of it's damage is sacred. The damage reported is correct.

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True Dungeon Character Generators (App) 3 months 1 week ago #1374

??

Undead take double damage from Sacred.

Found similar situation with website. Damage being done with Sun Scimitar is way, way too low against undead.

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True Dungeon Character Generators (App) 3 months 1 week ago #1375

Cranston wrote:

Grizwald wrote: I don’t think the Sun Scimitar or Sacred damage is set up correctly. I play a Monk using Benrow’s, with an Asher’s and Sun Scimitar combo. I have a damage bonus with bard song of +54 (31 untyped, +7 Sacred). In VTD 20 the final monster was an incorporeal undead. I would have expected Asher’s to be +7 damage and my Scimitar to be doing 31+ damage wheel more than Asher’s. Instead, both weapons were doing normal damage with no bonus for Sacred. This was also the case for VTD18 against Batterak.

In fact, the final creature took no additional damage based on Sacred. The +2 Sun Scimitar provides no additional damage other than the damage wheel. All of it's damage is sacred. The damage reported is correct.


I have confirmed that she is in fact an Incorporeal Undead. All Undead take double damage from Sacred. She does not have any special rule that would prevent this.

tokendb.com/token/2-sun-scimitar/
"This weapon’s damage is comprised entirely of Sacred. If a character equips other tokens that increase damage, all un-typed damage bonuses deal their damage as Sacred, but typed damage bonuses retain their original type. E.g., a character with a high Strength score coats this weapon with Oil of Venom. All the bonus damage from Strength increases the amount of Sacred damage this weapon deals, but the Oil adds +3 damage as Poison."

Because of this description from Token Database, the Sun Scimitar in my example should be dealing an extra 38 damage plus the damage wheel.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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True Dungeon Character Generators (App) 3 months 1 week ago #1376

Grizwald wrote:

Cranston wrote:

Grizwald wrote: I don’t think the Sun Scimitar or Sacred damage is set up correctly. I play a Monk using Benrow’s, with an Asher’s and Sun Scimitar combo. I have a damage bonus with bard song of +54 (31 untyped, +7 Sacred). In VTD 20 the final monster was an incorporeal undead. I would have expected Asher’s to be +7 damage and my Scimitar to be doing 31+ damage wheel more than Asher’s. Instead, both weapons were doing normal damage with no bonus for Sacred. This was also the case for VTD18 against Batterak.

In fact, the final creature took no additional damage based on Sacred. The +2 Sun Scimitar provides no additional damage other than the damage wheel. All of it's damage is sacred. The damage reported is correct.


I have confirmed that she is in fact an Incorporeal Undead. All Undead take double damage from Sacred. She does not have any special rule that would prevent this.

tokendb.com/token/2-sun-scimitar/
"This weapon’s damage is comprised entirely of Sacred. If a character equips other tokens that increase damage, all un-typed damage bonuses deal their damage as Sacred, but typed damage bonuses retain their original type. E.g., a character with a high Strength score coats this weapon with Oil of Venom. All the bonus damage from Strength increases the amount of Sacred damage this weapon deals, but the Oil adds +3 damage as Poison."

Because of this description from Token Database, the Sun Scimitar in my example should be dealing an extra 38 damage plus the damage wheel.

I don't know how much more plane I can make this. The app does NOT control those aspects. They are controlled within the creature file for all types of environmental damage including Sacred damage. If you have an issue with a creature, take it up with TPTB. This thread is to report program bugs only!

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True Dungeon Character Generators (App) 3 months 1 week ago #1377

Cranston wrote: I don't know how much more plane I can make this. The app does NOT control those aspects. They are controlled within the creature file for all types of environmental damage including Sacred damage. If you have an issue with a creature, take it up with TPTB. This thread is to report program bugs only!


My apologies. As a user it's hard to tell what is a bug and what isn't. In the future I'll assume that if a monster is not acting correctly, it's the Creature File.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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True Dungeon Character Generators (App) 3 months 1 week ago #1378

Not a bug, but would it be possible to update the Cabal set to mirror charm of Synergy or awakened Synergy?
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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True Dungeon Character Generators (App) 3 months 2 days ago #1379

Announcing the release of version 11.0.0 for Android and IOS with the following updates:
1. Updated Creature File
2. Corrected a problem with spell critical hits and MEC
3. Corrected Follower: Dragonkin and Follower: Fiend
4. Corrected an issue with Free Movement and several tokens
5. Corrected several 2024 tokens and added a couple new ones
6. Updated tokens with variable effects for 2024
7. Acherin's Biting Bow now provides Dex bonus to damage (10 max)

There are some items that are still pending with no definitive timeline:
1. Ring of Wizardry giving 3x on spell crits (needs investigation and not insignificant code changes)
2. Spell DR and Mage Power: Intensify (this is definitely a lower priority as it rarely comes up, but should get fixed)
3. Cabal Set (need investigation to see what stats are affected. no promises)
4. Sacred Damage with Undead is under discussion. Complicated problem because of some spells that do sacred damage. Some get doubled, some don't. For now will remain in the creature file.

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True Dungeon Character Generators (App) 3 months 2 days ago #1380

Your the best Cranston!!

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