Upcoming Events

Collapse

There are no results that meet this criteria.

Announcement

Collapse
No announcement yet.

Remove piercing res belt from the merchant in trade tier

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Remove piercing res belt from the merchant in trade tier

    Well my suggestion is simply the title, remove the belt from the merchant in the trade tier. Its 11k and it does not stop any piercing, its been tested and found that it doesn't work. Hopefully removing it will stop people from burning 11k.

    Thanks!
    "Who needs a plan when you've got an Axe!"
    Gael Ironhide

    Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

  • #2
    Uh...

    It stops 5 physical damage. Dunno what you were testing bud, but it works fine for me.
    Yup, I put a signature in..

    Comment


    • #3
      Nope we tested it ,it records that it works,but if you look at your hp count you lose those points.Its a bummer dude,but its broken.It will say you were hit with 6 dmg and absorbed 5 of it..But when you look at your hp,you lose the 6 points.I thought it was working too until Minoxen and I tested it at the Crossroads.I stripped down to only the belt and the results were as I mentioned.

      Maybe we can get this fixed?
      "Feel the fervor growing,but the hate is stronger.My heart was whole with you,but the pain was mine."

      Comment


      • #4
        Hum..

        Interesting.
        Yup, I put a signature in..

        Comment


        • #5
          It's not going to be removed, I doubt it's bugged, and even if it was it's nothing we can fix, this falls upon Obsidian.
          The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

          George Carlin

          Comment


          • #6
            Yea it is broken I'm afraid, and I understand that it cannot be fixed. So thats why i suggest we remove it from that store so no one wastes hard earned gold on a slot filler. As Darkane stated it Appears to be working by stating that it blocked 5 piercing, but the hp takes the full hit. I shot him for six multiple times and each time he took 6 dmg even tho the message to both of us said he resisted 5 of it.
            "Who needs a plan when you've got an Axe!"
            Gael Ironhide

            Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

            Comment


            • #7
              Ya,Its prolly an Obsidian thing.
              "Feel the fervor growing,but the hate is stronger.My heart was whole with you,but the pain was mine."

              Comment


              • #8
                Good thing I didnt buy it for my ranger then, I was tempted because as a ranged ranger you tend to take piercing damage alot of the time!
                Originally posted by roguethree
                If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                Comment


                • #9
                  Yea dunno why it won't be removed, all it is now is just an 11k ornament.
                  "Who needs a plan when you've got an Axe!"
                  Gael Ironhide

                  Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

                  Comment


                  • #10
                    To be honest I don't even think it's actually broken, and that's why it isn't removed. I literally to date have had dozens upon dozens of reports like this from players when it's entirely inaccurate.

                    Obsidian would have long fixed something like this, reading over this again I fail to see where any of you actually said you tested without the belt and received the same damage. It seems to me what's happening is it is resisting the damage because it's displaying the damage dealt...

                    For instance it doesn't say 6 damage dealt, 5 resisted. What likely happens is it was 11 damage lets say, and 5 was resisted.... so it does 6. I know for a fact that I have items I have used that resist damages and work fine so I don't see why this is any different.

                    If someone wants to post screenshots with multiple combat attempts with and without the belt on multiple players then perhaps I might be more inclined to take this at face value, but I do not have the time or desire to personally test this myself when this just seems to be a case of misconception.
                    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                    George Carlin

                    Comment


                    • #11
                      I can see that possibility, tho it is somewhat strange that it doesn't display the function like how the magic resists work such as 5fire, it shows it dealt 10 dmg, and 5 dmg was resisted then shwoing you take 5 dmg. If I can manage to find someone else with a piercing belt or perhaps a DM would feel like testing it then I'd be glad to test it with them.
                      "Who needs a plan when you've got an Axe!"
                      Gael Ironhide

                      Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

                      Comment


                      • #12
                        I tried it in a testing module.. had a belt that gave 10 slashing resistance, and had two immobile lizardmen with (nearly) infinite hitpoints attack me. Both held a handaxe and I gave them 10 strength so they didn't get any damage modifiers. One handaxe had a bonus property of +15 slashing damage.

                        One was supposed to do a maximum of 1d6-10 = 0 damage. I took 1 to 6 damage every time it hit me (checked the character sheet, and my hitpoint bar did go down), even though it also showed I got 1 to 6 physical damage reduced each time. The same value as the damage done.

                        In case the effect would only actually reduce bonus slashing damage (not physical), I had the other lizardman to test on. But again, I took 16 to 21 damage each time. With it showing I should get 10 physical damage reduced each time, which I didn't (I checked the values I lost on the character sheet).

                        The only thing I haven't tried is to actually do straight slashing damage to my character, without any weapons involved. But really, it does seem broken to me. Not much to do about it.


                        Another interesting thing to note, is that the same bug also affects the doors inside the spittlefist caves as far as I've seen. Yashia's wolf bashes them and does damage, even though it says the same amount (or 5 or 10, depending on the damage reduction the door has when Shadowbane actually beats it) is resisted.

                        Comment


                        • #13
                          The doors are scripted to open. They will resist all the damage, but it will be tracked to open through the script. It's not a bug, just strange to see from an end-user perspective.

                          I think we're aware of the belt stuff Durin, but they won't be updating the store. That's the answer for now.
                          "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
                          -Bill Maher

                          Comment


                          • #14
                            K thanks PL, just wanting to help prevent folks from burning cash to possibly no effect.
                            "Who needs a plan when you've got an Axe!"
                            Gael Ironhide

                            Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

                            Comment


                            • #15
                              Originally posted by Phantom Lamb View Post
                              The doors are scripted to open. They will resist all the damage, but it will be tracked to open through the script. It's not a bug, just strange to see from an end-user perspective.
                              That isn't what I meant. I don't expect to see an actual hitpoint value go down, and I understand how the script works...

                              But damage seems to go straight through the reductions just the same. Even low amounts that shouldn't beat it at all show nice red numbers and give messages indicating what the damage reduction is supposed to be. What I'm getting at is that the physical damage reduction property doesn't seem to be working at all.

                              Comment

                              Working...
                              X