Concealment



  • I had a discussion with a fellow player about concealment. I have not tested it out, but according to the rules total concealment is 50 % miss chance (that is someone invisible gets 50 % concelment).

    However I was told that it was possible to get 70 % concealment. Does anyone know if this is in effect 70 % miss chance or is it capped at 50 % for all parctical purposes?



  • You can actually get 70%, I believe, from the spell "Displacement." I -think- Improved Invisibility also provides this.



  • Displacement can give >50% concealment for a short time, Improved Invisibility does 50% for a longer time



  • Is this CoA specific as NWN regular displacement has 50% miss chance? As
    standard rules goes concealment does not stack.



  • Greater Sanctuary use to give 100% concealment. So yes, its possible to get higher than 50%



  • @O'louth:

    Greater Sanctuary use to give 100% concealment. So yes, its possible to get higher than 50%

    I was under the impression that you were just not targetable at all. That is not concealed but simply not there.



  • NM found the game change post for it. CoA specific.

    However a new question arised when reading about Greater Sanctuary. It gives 100 % concealment but is countered by see invisibility etc. However according to NWN descriptions concealment remains eventhough you see invisible.

    Has see invisible been changed so you actually remove concealment?



  • See invisibility does not remove or effectively remove concealment. Greater sanctuary is an exception. Though I thought it was true seeing that countered it. It needs a counter though, because it's an invincibility button.



  • Thanks



  • Displacement was definatly changed to give 70% concealment, since it lasts mere rounds.



  • Concealment best defense in game.



  • I cannot believe you changed Displacement - one of the most common potions to use in a PvP - to 70% concealment.

    Are you kidding? Who made that change? That is ridiculously unbalanced and anyone who thinks it's not is wrong.
    Why don't we change Haste to give you 2 attacks extra and 8 AC, for kicks? After all it lasts mere rounds.

    Really, guys. Do the damn math. 70% concealment makes you an unstoppable force for anyone relying on melee attacks. Even blind fight barely helps as it would still come out to 49%. Effectively you negate 50% of the incoming damage and the only way to get rid of it is to dispel it.

    That is NUTS. All I have to do is drink haste, displacement and people are going to die by the scores.
    Come on, change it back.

    Edit: I can just see the logic now. "Oh, people don't use this alot, let's make it better."
    The thing is, people on CoA don't use a lot of the most OP NWN things; making them better just makes people that DO use them unstoppable. You cannot in the same breath vote against Mage Armor working on full plate, then condone a change like this.



  • @Jasede:

    I cannot believe you changed Displacement - one of the most common potions to use in a PvP - to 70% concealment.

    Are you kidding? Who made that change? That is ridiculously unbalanced and anyone who thinks it's not is wrong.
    Why don't we change Haste to give you 2 attacks extra and 8 AC, for kicks? After all it lasts mere rounds.

    Really, guys. Do the damn math. 70% concealment makes you an unstoppable force for anyone relying on melee attacks. Even blind fight barely helps as it would still come out to 49%. Effectively you negate 50% of the incoming damage and the only way to get rid of it is to dispel it.

    That is NUTS. All I have to do is drink haste, displacement and people are going to die by the scores.
    Come on, change it back.

    I agree 100% with you.

    I understand the reason for it is to make it worthwhile compared to improved inv.

    I am actually working on a suggestion re this.



  • It's pretty OP yeah. When it's 50% its the same as Imp invis but shorter duration. I think that was the logic. Because its shorter duration than another spell that does the same and more, it should be made to have a use over imp invis. I think anyway.

    Personally I would have lowered imp invis concealment after the actual invis is removed from it by attacking. Or removed the conceal after the first attack completely, but made true sight the only way to see through imp invis, and made true seeing potions/items slightly less rare.



  • Counters to your logic:

    A) Improved Invisibility can be removed using Purge Invisibility; Displacement can not (so not the same)
    😎 Improved Invisibility can not be made into a potion by default, Displacement can
    C) PvPs are short and usually involve people that want to PvP, therefore have a few PvP potions. They won't just have one Displacement; they'll have ten. The duration is not a limiting factor. And inexperienced enemies die in



  • Invis purge can be cast by few characters who never prepare it, cant be made into wands, is very lag buggy, and is extremely expensive in any kind of item form.

    Having said that, I was actually agreeing with you. I didn't make the change.



  • Pffth, my paranoid clerics always walk around with extended Invis Purge and rest when it runs out. >_>



  • Just to add to this. 50% concealment is total. That is, it simulates not being seen at all. How can you be less visible than not seen at all?

    50% should be max with no exceptions.



  • imp invis gives you 50% for a good duration.
    Displacement is a never used spell due to it's short duration.
    Except for pvp but it is halved by blind fight lasts for rounds anyone know off hand what the caster level is on a potion of displacement 5 maybe?



  • Should be Discplacement (7) or Displacement (5). Dunno. I'll go check my stack of them. >____>


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