Uncanny Dodge Fix
Re: Uncanny Dodge Fix
Implement it.
I expect if we do an Admin/HDM vote we'll have in favor. So not worth wasting the time with more runaround.
I expect if we do an Admin/HDM vote we'll have in favor. So not worth wasting the time with more runaround.
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Re: Uncanny Dodge Fix
Was this ever done?
Re: Uncanny Dodge Fix
There are two responses to that question.
There's the somewhat-humorous one:
And there's the actual one:
There's the somewhat-humorous one:
Spoiler:
Spoiler:
Re: Uncanny Dodge Fix
Veilan wrote:[cut some convo]Zelknolf wrote:Three fixes on the table:
1. Nuts to what uncanny dodge says. Make it +1 AC all the time
Pro: It's easy to do, and can be implemented speedily.
Con: Significantly more powerful than uncanny dodge.
I think the biggest draw for this "fix" is that it is seemingly far more simple to implement and understand than tinkering around with an additional system of resolving hits.
And in any case, I believe we all agree that this feat will be gone once we have an option to implement a proper fix.
So, let us all rally behind #1 to at least get something done?
,
So lead admin has indicated we should implement the quick fix until:
So does replacing UD with ASkin go onto the hak update worklist?Zelknolf wrote:the project to move the AI to C# happens
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Re: Uncanny Dodge Fix
I know that everyone who has the feat is entirely confident that this feat is the beginning and end of every fight ever-- but the last time I went to measuring how much time people actually spend flat-footed during fights? I'll say that this is one of those bugs that I entirely understand surviving through a release.
Quite surprised at the evaluation above; I get caught flatfooted all the time due to the way NWN2 game engine works, regardless of whether I'm 'surprised' or well aware of the enemy before they're aware of me. It's so badly handled that I've occasionally thought every PC in nwn2 should have uncanny dodge, regardless of class.
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Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Uncanny Dodge Fix
Either way, rogues (and even barbs) are very easily killed.
giving them something, anything, really dont care what, to imrpove a little bit
or thier survivablitly would be welcomed.
So any replacement to the fauly feat should be in asap.
Just choose something for the time being while you work on a better solution.
I'll let the samrt people choose what they want to put in. *shrugs*
giving them something, anything, really dont care what, to imrpove a little bit
or thier survivablitly would be welcomed.
So any replacement to the fauly feat should be in asap.
Just choose something for the time being while you work on a better solution.
I'll let the samrt people choose what they want to put in. *shrugs*
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Re: Uncanny Dodge Fix
Yup.
I guess my point was that the 'something for the time being' was already discussed and endorsed by our Lead Admin. So i'm uncertain as to why the discussion has returned to the 'eventual perfect' solution.
I guess my point was that the 'something for the time being' was already discussed and endorsed by our Lead Admin. So i'm uncertain as to why the discussion has returned to the 'eventual perfect' solution.
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Re: Uncanny Dodge Fix
Because there is never enough Picard.Swift wrote:
Re: Uncanny Dodge Fix
Any of these suggestions (or something else ) ever got implemented?
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Re: Uncanny Dodge Fix
See patch notes for 1.86, yes, the best effort for trying to make UD work went in. Not perfect but better than the standard game.
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