I just re-installed the game because I've been playing a lot of real D&D lately and I am noticing my attack rolls are always inconsistent.
Being a sorcerer, I am attacking using a light crossbow which should be applying my BAB and DEX mods to the roll.
However, most of the time, for some reason, I am taking a -3 on my rolls and not the +3 I should be (BAB is +1, DEX is +2).
When the attack roll IS positive, it only applies +1!
Am I missing something here? Are attack rolls calculated differently than the real 3.5e rules? At first I was thinking it was applying a penalty for shooting close range without the Point Blank Shot feat, but even if I am at the maximum range for my weapon, the bonuses are applied in this manner and not as they should be.
Strange and Inconsistent Attack Rolls?
Débuté par
The Cool Side of the Pillow
, janv. 06 2011 09:07
#1
Posté 06 janvier 2011 - 09:07
#2
Posté 07 janvier 2011 - 12:46
Can you provide an output of your combat log in either text form or screenshot?
#3
Posté 07 janvier 2011 - 01:15
...preferably screenshot with both log and character sheet.
#4
Posté 07 janvier 2011 - 07:10
Lack of proficiency, combined with the long-range or point-blank penalties, would likely explain this phenomenon.
Funky
Funky
#5
Posté 07 janvier 2011 - 03:26
What proficiency would that be, Funky? Sorc gets xbow from simple prof automatically. Do you happen to have a link to the long-range penalty rule? Can't seem to find it.FunkySwerve wrote...
Lack of proficiency, combined with the long-range or point-blank penalties, would likely explain this phenomenon.
Funky
#6
Posté 08 janvier 2011 - 09:00
#7
Posté 08 janvier 2011 - 01:58
Yes, I knew where this page was, but it still doesn't contain any information about the long-range penalty to which Funky referred. I believe I have read something about this somewhere, but can't recall where, maybe a post on the legacy forum. Dunno. Maybe it was the penalty of a moving target that I was experiencing. Unfortunately, the combat log isn't that detailed and one must do their own calculations to determine the net value reported.qaerinju wrote...
http://nwn.wikia.com...i/Ranged_weapon
Modifié par HipMaestro, 08 janvier 2011 - 02:01 .
#8
Posté 08 janvier 2011 - 11:43
Sorry, I was just spitballing possible causes - didn't even notice the weap was a light xbow. I do know that D&D applies penalties for longer ranges, but I'm not 100% certain it's carried into the engine (point blank definitely is, though). The only hard information a quick search turns up is ranges.2da, but those appear simply to designate maximum ranges for different types of weapon, not percentile gradations (touch spells are range 2.25, NOT 2.25% of total spell range, likewise the other ranges specified):
Baseitems.2da does show a 'prefattackdist' attack range column along with min and max ranges(only listing light xbow here, it's pref dist is 30, should the lack of code boxes render the rows illegible) :
I'm not certain if that's the preferred range for ai to be at, or a range which is used to detemine penalties (or even unused). I think minrange and maxrange are used to identify model part ranges, not weapon ranges.
Funky
2DA V2.0 Label PrimaryRange SecondaryRange Name 0 SpellRngPers 0 **** **** 1 SpellRngTouch 2.25 **** **** 2 SpellRngShrt 8 **** **** 3 SpellRngMed 20 **** **** 4 SpellRngLng 40 **** **** 5 WeaponRngShrt 10 **** **** 6 WeaponRngMed 30 **** **** 7 WeaponRngLng 50 **** **** 8 PercepRngShrt 10 10 6668 9 PercepRngMed 20 20 6669 10 PercepRngLng 35 20 6670 11 PercepRngDefault **** **** 6671 12 PercepRngPlayer 35 20 **** 13 PercepRngMonster 28 15 ****
Baseitems.2da does show a 'prefattackdist' attack range column along with min and max ranges(only listing light xbow here, it's pref dist is 30, should the lack of code boxes render the rows illegible) :
Name label InvSlotWidth InvSlotHeight EquipableSlots CanRotateIcon ModelType Itemclass GenderSpecific Part1EnvMap Part2EnvMap Part3EnvMap DefaultModel DefaultIcon Container WeaponWield WeaponType WeaponSize RangedWeapon PrefAttackDist MinRange MaxRange NumDice DieToRoll CritThreat CritHitMult Category BaseCost Stacking ItemMultiplier Description InvSoundType MaxProps MinProps PropColumn StorePanel ReqFeat0 ReqFeat1 ReqFeat2 ReqFeat3 ReqFeat4 AC_Enchant BaseAC ArmorCheckPen BaseItemStatRef ChargesStarting RotateOnGround TenthLBS WeaponMatType AmmunitionType QBBehaviour ArcaneSpellFailure %AnimSlashL %AnimSlashR %AnimSlashS StorePanelSort ILRStackSize 7 174 lightcrossbow 2 3 0x00030 1 2 WBwXl 0 1 1 1 it_bag **** 0 6 1 2 25 30 10 100 1 8 2 2 2 35 1 2 1674 19 8 0 1 1 46 49 50 51 **** 4 0 0 5402 0 2 60 9 2 **** **** **** **** **** 29 1
I'm not certain if that's the preferred range for ai to be at, or a range which is used to detemine penalties (or even unused). I think minrange and maxrange are used to identify model part ranges, not weapon ranges.
Funky
Modifié par FunkySwerve, 09 janvier 2011 - 12:00 .





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