NiGHTMARE Posted July 23, 2006 Posted July 23, 2006 - The damage inflicted by the monk's fists goes up as as the monk increases in levels:Level 1-2: 1-6 Level 3-5: 1-8 Level 6-8: 1-10 Level 9-14: 1-12 Level 15+: 1-20 - 9th level: The monk's fist is considered a +1 weapon (+2 at 12th, +3 at 15th) We should therefore expect: MFIST1 (level 1) - 1d6 MFIST2 (level 3) - 1d8 MFIST3 (level 6) - 1d10 MFIST4 (level 9) - 1d12 + 1 MFIST5 (level 12) - 1d12 + 2 MFIST6 (level 15) - 1d20 + 3 However, what we get is: MFIST1 (level 1) - 1d6 MFIST2 (level 3) - 1d8 MFIST3 (level 6) - 1d10 + 1 MFIST4 (level 9) - 1d12 + 1 MFIST5 (level 12) - 1d12 + 2 MFIST6 (level 15) - 1d20 + 2 MFIST7 (level 18) - 1d20 + 3 MFIST8 (level 24) - 1d20 + 4 The differences are with MFIST3, MFIST6. Also, the description makes no mention of the +4 bonus gained at level 24 (I'm assuming it's level 24, rather than 21, as this makes for +1 bonus every six levels)
CamDawg Posted August 1, 2006 Posted August 1, 2006 Argh. Another vaguely arbitrary and subjective issue. The +1 damage of MFIST3 seems to tbe the only definitive bug here, as it's the only iteration of fists with a different THAC0 and damage bonus. I suspect you're correct in the remainder of your post, but I'm hesitant to make changes here. The THAC0 and damage bonuses are always equal (save MFIST3). If we conclude that the +1 damage on MFIST3 is incorrect, then MFIST6 becomes the only item where the THAC0/damage bonuses are not equal to the enchantment level. Suggested actions: remove +1 damage from MFIST3, alter +2 THAC0/damage on MFIST6 to +3 to be consistent with class description and enchantment level, add +4 notes to description (it does appear that +4 fists were intended). Feedback?
Kish Posted August 1, 2006 Posted August 1, 2006 Suggested actions: remove +1 damage from MFIST3, alter +2 THAC0/damage on MFIST6 to +3 to be consistent with class description and enchantment level, add +4 notes to description (it does appear that +4 fists were intended). Feedback? Sounds good to me. The monk description written for SoA when it first came out wouldn't mention the final +4 upgrade because you need ToB to ever see it--just as no class description mentions high level abilities.
NiGHTMARE Posted August 1, 2006 Author Posted August 1, 2006 Could it be the case that without ToB, the MFISTs are actually as described, and Bioware decided to change the bonus to every six levels in ToB? I'm guessing they would have wanted +4 in ToB (since +3 is pretty crappy in ToB), but may have also wanted to be consistent, and +4 at 18th level would be too early.
CamDawg Posted August 1, 2006 Posted August 1, 2006 MFIST1-7 are identical between SoA and ToB, the only difference is the addition of MFIST8. Monks cap out in SoA at level 21, so MFIST8 is presumably for something above 22--likely 24 as Nick suggests.
CamDawg Posted August 5, 2006 Posted August 5, 2006 Fixed as follows: // monk fists are inconsistent w/ descript COPY_EXISTING ~mfist3.itm~ ~override~ ~mfist6.itm~ ~override~ READ_LONG 0x60 "enchantment" ELSE 0 READ_LONG 0x64 "abil_off" ELSE 0 READ_SHORT 0x68 "abil_num" ELSE 0 FOR (index = 0; index < abil_num; index = index + 1) BEGIN // looks for melee ability header READ_BYTE ("%abil_off%" + ("%index%" * 0x38)) "type" PATCH_IF ("%type%" = 1) BEGIN // melee ability check WRITE_SHORT ("%abil_off%" + 0x14 + ("%index%" * 0x38)) "%enchantment%" // sets thac0 bonus WRITE_SHORT ("%abil_off%" + 0x1a + ("%index%" * 0x38)) "%enchantment%" // sets damage bonus END END BUT_ONLY_IF_IT_CHANGES The GTU now updates the monk description for ToB to this: MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best known feat is their ability to stun an opponent with an unarmed blow. Monks must be of Lawful alignments. Advantages: - The monk can make 1 unarmed attack per round, and gains 1/2 an additional attack every 3 levels. - The damage inflicted by the monk's fists goes up as as the monk increases in levels: Level 1-2: 1-6 Level 3-5: 1-8 Level 6-8: 1-10 Level 9-14: 1-12 Level 15+: 1-20 - A monk's natural armor class gets better as the monk goes up in levels. Armor class starts off at 9, and then decreases by 1 for every 2 levels until level 21, then every 3 levels until 30, then every 5 levels until 40. - Stunning blow, once per day for every 4 levels. All attacks in the next 6 seconds force the victim to save or be stunned. NOTE: this special ability automatically modifies a Monk's normal attack, no targeting needs to be done. - Monks have the Deflect Missiles ability. This gives them a -1 to their AC vs missiles for every 3 levels. - The monk gains a +2 to save vs spells - Monks have the Read Scrolls ability for cleric scrolls. A monk may equip a cleric scroll in a Quick Item slot and use it, casting the spell and consuming the scroll in the process. - A monk starts off moving at +2 move, then +1 move every 5 levels. - 5th level: Immunity to all diseases, and cannot be Slowed or Hasted. - 7th level: Lay on Hands to heal 2 hit points per level - 8th level: -1 to speed factor - 9th level: +1 to all saves. Immune to charm. The monk's fist is considered a +1 weapon (+2 at 12th, +3 at 15th, +4 at 25th) - 11th level: Immune to poison - 12th level: Another -1 to speed factor. Fists are considered +2 weapons. - 13th level: Quivering palm spell once per day. This spell gives one hand attack. If an opponent is struck, the opponent must Save Vs. Death or die. NOTE: this special ability automatically modifies a Monk's normal attack, no targeting needs to be done. - 14th level: The monk gains 3% innate magic resistance per level (starting a 42% at 14th level, and reaching a maximum of 78%) - 15th level: Fists are considered +3 weapons - 20th level: Immune to non-magical weapons - 25th level: Fists are considered +4 weapons Disadvantages: - Cannot wear any armor - May not use the off-hand in combat, so may only use one-handed weapons available to the thief class, may not carry a shield, and may not dual-wield (use a second melee weapon.) Included in beta 2, moving to archives.
NiGHTMARE Posted August 5, 2006 Author Posted August 5, 2006 Do these changes mean MFIST6 and MFIST7 are now identical?
CamDawg Posted August 5, 2006 Posted August 5, 2006 Do these changes mean MFIST6 and MFIST7 are now identical? Yes.
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