How does Magical Dmg work?
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So, if an item had under it's effects that it gave the user damage vulnerability: 25% against magic damage, does this mean that any weapon dealing specifically "magic damage" did an additional 25%, or does it also mean that any MAGIC at all, deals an additional 25% dmg. IE, a fireball does 40 dmg. Does the wearer of the aforementioned item suffer 50 dmg instead?!
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Any Magic Damage specifically, not spell damage.
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I think what he is asking does the % incease yes… lets say you have 100% vul to fire so I do a fireball that does 30 points but for you thats 60 points..a full double.
I hope that helps
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What they're both saying is that magic damage is a specific type of damage, like bludgeoning or fire or negative. Some spells do magical damage (ILMS, magic missile), but most do other forms of damage.
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Anything that does:
John Big damaged John Small for X Magic Damage, is magic damage. Fireballs do Fire Damage. Weapons do Slashing/Piercing/Bludgeoning, unless they're enchanted with other types of damage. For example: +1d4 Acid or +1d4 Magic Damage.
If a weapon has a Magic Weapon cast upon it, it's additional damage is the type of damage the weapon does. A +1 Longsword will receive +1 Slashing Damage.
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Anything that does:
John Big damaged John Small for X Magic Damage, is magic damage. Fireballs do Fire Damage. Weapons do Slashing/Piercing/Bludgeoning, unless they're enchanted with other types of damage. For example: +1d4 Acid or +1d4 Magic Damage.
If a weapon has a Magic Weapon cast upon it, it's additional damage is the type of damage the weapon does. A +1 Longsword will receive +1 Slashing Damage.
So does John big have a big john, or does John Small?
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Any Magic Damage specifically, not spell damage.
Question was answered here. Thanks. Concern was that ALL spell damage would receive the multiplier, and not just spells that do specific magical damage, or weapons that do specific magic damage.
Thanks!
Now just to search the spell list and find out how huge of a liability this is.
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Magic Missiles mostly.
Also, careful when resting because that will increase the damage assigned after you rest.
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Mhmm… Good point, Mr.Moloch. I'd forgotten about how rest damage was applied. Could be a rude awakening, quite literally.
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not to mention failed climb checks and the like…
I thought the server policy was to stay well clear of loot that did or effected magic damage because of the scripts that used it?
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Whoa. That could be quite an unpleasant surprise.
Luckily, I think only weapons have that property on the module.
So sleep with the knife under your pillow, and not in your hand.
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There is a belt that does 5 fire and ice resistance with 25% magical vulnerability in zhentil keep.
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We should probably remove that then.
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@Cunning:
There is a belt that does 5 fire and ice resistance with 25% magical vulnerability in zhentil keep.
There was also a dagger for sale in the Auctions forum that had +1AB, +1d4 magic dmg and 100% magic damage vulnerability.
So this means don't be holding the dagger when sleeping, climbing or trying to catch magic missiles. Got it. :wink:
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Yep, No trying to use a dagger as a climbing pick, You might fall and stab yourself with it.
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Damage immunity and vulnerability also rounds down afaik. This means anything below 4 magic damage should be unaffected by a 25% vulnerability. It also means that a 25% immunity will negate all single points of damage.