Battletide

OOC discussions directly related to Dasaria.
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fabianorp
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Post by fabianorp »

I dont remember for sure (cant test now cause im at work), but im 90% sure that when i lose the "haste efect" i also lose the extra atack. But all the rest, sometimes, remains as a persistent spell. Just like u stated before, it seems to be a combo of 2 spells: the old NWN1 batletide plus the Haste spell.
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UltimaBoB
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Post by UltimaBoB »

When I don't do anything the spell has normal duration - lasts about 3 minutes xtended for a level 14 cleric. I definitely get th full haste too.

But I cannot seem to isolate what is causing the haste function to drop before duration is up even when dispel is not a factor. Somehow I think it might be related to the function that attacks the enemy via lowering AB and saves but I cannot really prove that yet.
UltimaBoB
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Post by UltimaBoB »

Going through certain areas makes you lose the haste effect.

On 3rd level of the mage school, when I go around the door up by the left in towards the chests in the back I lose the haste effect EVERY time. When that happens I alos think you lose B tides aura properties like the malus to enemy saves.

In old NWN1 you could outrun auras and they were buggy. Maybe something is similar. But something in the design of areas is stripping the haste effect. Any idea what could it be? The area where haste always gets stripped on 3rd mage tower has two pillars - maybe it is somehow going through constricted areas or something does it? could that be? I do not script so I cannot know.
UltimaBoB
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Post by UltimaBoB »

strange. I could repeat the process above 6 times in a row.

But then I relogged and came back to same area 15 minutes later and no longer did it strip haste.
k9burn
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Post by k9burn »

I studied the script and it appears you are correct. These are the two effects created:

Code: Select all

    // Create the Effects
    effect eAOE   = EffectAreaOfEffect(AOE_MOB_TIDE_OF_BATTLE);
    effect eHaste = EffectHaste();
And this is how they are applied:

Code: Select all

	// Apply the haste effect
	ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHaste, OBJECT_SELF, RoundsToSeconds(nDuration));


    //Create the AOE object at the selected location
    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, RoundsToSeconds(nDuration));
Apparently it seems they use haste to give you the bonus attack since there doesn't seem to be another way to do that given the legacy NWN engine. The second problem is they didn't link the effects (which they probably should have), and that is why they are treated as separate effects.
-k9burn

When everything is coming your way, you're in the wrong lane.
UltimaBoB
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Post by UltimaBoB »

But what would cause the haste to disappear all the time - esp. to be removed by passing over certain areas esp. in lag?
k9burn
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Post by k9burn »

UltimaBoB wrote:But what would cause the haste to disappear all the time - esp. to be removed by passing over certain areas esp. in lag?
That would take more research to understand. One thing I did notice when reading through many of the spell scripts, is that they seem to be cautious about applying the haste effect. They often check for a haste effect before applying a new one (in some cases), and dispel the existing one if they find one. My only guess is there is a bugged script that removes the effect for some reason...either that or you got dispelled but didn't see the visual effect.
-k9burn

When everything is coming your way, you're in the wrong lane.
UltimaBoB
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Post by UltimaBoB »

Now that I recall, I think even my haste spell was buggy on Midgard Saga when I played a bard and didnt always last the full duration.

Maybe it isn't Btide but haste itself. Has anyone here ever had their haste spell cancel out before its duration is up?

And you could have a point - maybe if there is lag iossues the constant reapplying of haste when the first one may not be finished etc... makes the problem worse.

If I could know for sure that haste spell works better than BTide haste I might remalke with travel domain. I hate to remake just for a mechanics point - but frankly, RP server or not, your haste access is essential for a caster melee.
k9burn
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Post by k9burn »

You realize that Battletide only lasts 6 seconds per level?

At level 14 that would be 84 seconds...a fair amount of time, but not an eternity. Are you sure the duration hasn't run out?
-k9burn

When everything is coming your way, you're in the wrong lane.
UltimaBoB
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Post by UltimaBoB »

Yes. When I cast it regular and justr sstand in the tower area it always lasts exactly the right time - I use a timer. When I extend it it lasts exactly double - again, if I don't move.

Somehow, moving through a certain area drops the haste prematurely. Multiple times I have seen how that area is fixed - temporarily. IOW I cast Btide and when it drops I stop walk back maybe 10 seconds, recast and then go through the same route and it will drop at the exact same spot regardless of whether I wait 10 seconds or 30. I can often repeat this 4 times in a row or more.

However, if I relog or come back from another map etc... then that magic de-haste area no longer works. But another one might.

I should note that I do recall my haste spell as a bard perhaps suffering a similar fate. Has anyone noticed haste spells canceling early?
Eowade
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Post by Eowade »

k9burn wrote:I studied the script and it appears you are correct. These are the two effects created:

Code: Select all

    // Create the Effects
    effect eAOE   = EffectAreaOfEffect(AOE_MOB_TIDE_OF_BATTLE);
    effect eHaste = EffectHaste();
And this is how they are applied:

Code: Select all

	// Apply the haste effect
	ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHaste, OBJECT_SELF, RoundsToSeconds(nDuration));


    //Create the AOE object at the selected location
    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, RoundsToSeconds(nDuration));
Apparently it seems they use haste to give you the bonus attack since there doesn't seem to be another way to do that given the legacy NWN engine. The second problem is they didn't link the effects (which they probably should have), and that is why they are treated as separate effects.
They needed to do this type of coding for greater heroism not battletide. I was a bit annoyed to find out that when your temporary hitpoints go away so does the rest of the spell so it lasts a total of 1 or 2 hits.
UltimaBoB
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Post by UltimaBoB »

the same is true for Aid and Divine Power
UltimaBoB
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Post by UltimaBoB »

Still away from my gaming comp for awhile.

How is Battletide working in the new areas? Specifically, is the haste function stioll stripping off randomly and early? Does extended "Haste" itself actually last as long as it should?
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fabianorp
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Post by fabianorp »

UltimaBoB wrote:Still away from my gaming comp for awhile.

How is Battletide working in the new areas? Specifically, is the haste function stioll stripping off randomly and early? Does extended "Haste" itself actually last as long as it should?
Yes, im still having the same "problems" with batletide. Tested again yesterday
Bad Miau BR
UltimaBoB
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Post by UltimaBoB »

That sucks.

Means you need Travel domain NOW. But if you invest in that as a cleric then if spell gets fixed you won't want it. LOL.

Only thing to do is make two clerics or screw it and make a bard until situation is resolved hehe

Even on an rp server for me my access to haste is simply essential. I wonder how well the haste on Druid's storm avatar works.
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