Disarm/Improved Disarm
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Disarm/Improved Disarm
Wiki ---- > Weapon is no longer lost instead it prevents access to the weapon for 6 seconds, lowering the AB of the disarmed target by 10 in each hand and causing the disarmed target to do no damage unless they have Improved Unarmed Strike, in which case they do half damage. The disarmed target cannot unequip or equip weapons while under the effect of disarm.
Appears to be working just fine for 20 % npcs you fight. ( As specified by the wiki that they loose control of their weapon for 6 seconds, then they bring it back after the duration is done. ) For the rest it says Improved disarm "hit" and nothing happens. Or simply, Improved disarm "failed." ( Even if they do have a weapon in their hand. ) I understand its supposed to be different effects if the victim has improved unarmed fighting, however when I look at the history log. Nothing changes. It works perfectly fine on some enemies, not at all on others. Perhaps the changes have not been scripted everywhere ?
Also dipping two feats into something plus sacrificing ability points by dipping into 13 + intelligence makes this a bit underwhelming ( if this is the true intend and devs think this is supposed to work this way. ). Otherwise, can someone please take a closer look at it ?
I think its already been butchered. I mean you can use called shot multiple times to get a better effect and that only takes one feat. ( it works on pretty much everything as well. ) . If there is no way to address this bug or feat shortcomings is there any way to ask for rebuild because the feat absolutely does not work as specified.
Examples: Talassian Ogre, Talassian spearmen. Improved disarm " Hit " - No changes. Feat does not work.
Appears to be working just fine for 20 % npcs you fight. ( As specified by the wiki that they loose control of their weapon for 6 seconds, then they bring it back after the duration is done. ) For the rest it says Improved disarm "hit" and nothing happens. Or simply, Improved disarm "failed." ( Even if they do have a weapon in their hand. ) I understand its supposed to be different effects if the victim has improved unarmed fighting, however when I look at the history log. Nothing changes. It works perfectly fine on some enemies, not at all on others. Perhaps the changes have not been scripted everywhere ?
Also dipping two feats into something plus sacrificing ability points by dipping into 13 + intelligence makes this a bit underwhelming ( if this is the true intend and devs think this is supposed to work this way. ). Otherwise, can someone please take a closer look at it ?
I think its already been butchered. I mean you can use called shot multiple times to get a better effect and that only takes one feat. ( it works on pretty much everything as well. ) . If there is no way to address this bug or feat shortcomings is there any way to ask for rebuild because the feat absolutely does not work as specified.
Examples: Talassian Ogre, Talassian spearmen. Improved disarm " Hit " - No changes. Feat does not work.
Re: Disarm/Improved Disarm
This is most likely an older issue that predates that change.
Some NPCs just can not be disarmed, if I recall corectly the person who makes the NPC in the toolset has to remember specificaly to hit the "Can be disarmed" checkbox or something (its been a good decade or so since I looked in the toolset) so it is very easy to overlook or forget. I imagine that is what is happening here, since the NPC is immune to disarm, nothing triggers.
Some NPCs just can not be disarmed, if I recall corectly the person who makes the NPC in the toolset has to remember specificaly to hit the "Can be disarmed" checkbox or something (its been a good decade or so since I looked in the toolset) so it is very easy to overlook or forget. I imagine that is what is happening here, since the NPC is immune to disarm, nothing triggers.
Re: Disarm/Improved Disarm
Some npcs are disarm immune and you've run into them.
Those two feats are not really PvE oriented, by the way. They're more for a chance encounter with an angry player character which does not have maxed discipline.
Those two feats are not really PvE oriented, by the way. They're more for a chance encounter with an angry player character which does not have maxed discipline.
Another forum ban, here we go again.
Re: Disarm/Improved Disarm
Its hard not to run in to some of them, when in fact, its pretty much all of them. The feat is fundamentally broken if it does not work within the module as intended and written by the wiki. Introducing new classes, races, and spells is wonderful and creative but could we have someone please look into a uniform FIX for this issue ? The dev team already went into it to make changes ( nerfing it for pvp, since its only "intended" to work for that purpose. ) So why not having to go at it again see if it can be fixed. Why can't they give it an effect as stated by the changes in the wiki for everyone PVE ?
Or put up a disclaimer on the wiki that it does not work ( They've done one for circle kick. )
Dipping two feats and 13 + into intelligence into something that does not work against 80% of the things i run into appears to be hardly worth it.
Could the devs please look into it ?
Or put up a disclaimer on the wiki that it does not work ( They've done one for circle kick. )
Dipping two feats and 13 + into intelligence into something that does not work against 80% of the things i run into appears to be hardly worth it.
Could the devs please look into it ?
Re: Disarm/Improved Disarm
It is not a feat problem, it is monster problem. You'd need to go through every single critter on the isle and check it by hand.Meow2000 wrote: Wed Apr 22, 2020 9:52 am Its hard not to run in to some of them, when in fact, its pretty much all of them. The feat is fundamentally broken if it does not work within the module as intended and written by the wiki.
The feat works against orcs and human bandits and even some undead, past that point you'll be running into ton of enemies that cannot be disarmed due to not having a weapon. For example, you can't disarm a bear.
To be honest, there's ton of warnings on nwnwiki article:Meow2000 wrote: Wed Apr 22, 2020 9:52 am Dipping two feats and 13 + into intelligence into something that does not work against 80% of the things i run into appears to be hardly worth it.
https://nwn.fandom.com/wiki/Disarm
Additionally, you pretty much need two-hander for it to be efficient. So, take a note of things it cannot be used on and do not use it on them.Not all creatures can be disarmed. Natural weapons cannot be disarmed, nor can cursed weapons. In addition, a creature cannot be disarmed while polymorphed, and many non-player characters are flagged as not disarmable (possibly for balance or module-economy, possibly because that is the default setting in the Toolset).
Another forum ban, here we go again.
Re: Disarm/Improved Disarm
Void. This is every single creature and mob i walk into it. I understand you cannot disarm a bear; its self evident, or polymorphed creatures. Cursed weapons ? Does this mean every npc in the module holds a cursed weapons because this is what appears to be the case. I do use a double hand weapon it is why i went improved disarm hoping to capitalize on this strength. I understand that if I do not pass a check the target should not be disarmed. BTW what is the point of reading NWN wiki if arelith already made in house changes to the feat. MOST of the feats there have been somehow altered by the server.
Persistence is the key. I will continuously post what it works on and what it does not to give you guys an idea of how broken it really is on my travels.
Persistence is the key. I will continuously post what it works on and what it does not to give you guys an idea of how broken it really is on my travels.
Re: Disarm/Improved Disarm
I have a character with improved disarm and there were plenty of enemies I could disarm, including even some undead. The general rule, however, if it is not a base race, chances are it is not disarmable, and if isn't disarmable, see a different strategy. I do not feel the feat is wasted.Meow2000 wrote: Wed Apr 22, 2020 10:15 am Void. This is every single creature and mob i walk into it. I understand you cannot disarm a bear; its self evident, or polymorphed creatures. Cursed weapons ? Does this mean every npc in the module holds a cursed weapons because this is what appears to be the case. I do use a double hand weapon it is why i went improved disarm hoping to capitalize on this strength. I understand that if I do not pass a check the target should not be disarmed. BTW what is the point of reading NWN wiki if arelith already made in house changes to the feat. MOST of the feats there have been somehow altered by the server.
The point of reading wiki is to make yourself aware of some mechanical quirks present in the original game. Afterwards, a good idea is to visit arelith wiki and check if it overrides the behavior.
If you're really upset, ask a dm to delevel you to the point before taking the feat.
Another forum ban, here we go again.
Re: Disarm/Improved Disarm
Like I said. I will post on my travels every creature that I will hit to disarm: What works and what does not so that my findings are subjective and you can take from it what you will. Perhaps you've taken that character on a ride before the recent server related disarm change ? I don't know where you find these creatures that they can be disarmed because that constitutes about 1 - 20 %.
( In this list i do not include obviously things that i know should not be disarm able as they do not hold a weapon. When I find something that IS I will obviously note it in my findings. )
( Ice roads ) Minogon charger, Minogon, Minogon defuser - Holding axes, Not disarm able.
(Charnel house ) Grimlock Rager, Grimlock shaman, holding weapons Not disarm able.
( Ice road Ancient cave ) Grimlock reaver - holding axe, not disarm able.
( Ice roads north ) Deurgar warrior, holding scrimitar, not disarm able. Deurgar archer " Improved disarm failed " Not disarm able ( holding crossbow )
( Ice roads ) Orgillon, Orog, Orgillon chieftain. Disarm able do loose their weapons for 6 seconds. This is what I like to see ! Why does it work on them not the rest ? What is so game breaking that an npc loosing their weapon for one round ?
( Dwarven ruins ) Deurgar cleric, not disarm able.
( In this list i do not include obviously things that i know should not be disarm able as they do not hold a weapon. When I find something that IS I will obviously note it in my findings. )
( Ice roads ) Minogon charger, Minogon, Minogon defuser - Holding axes, Not disarm able.
(Charnel house ) Grimlock Rager, Grimlock shaman, holding weapons Not disarm able.
( Ice road Ancient cave ) Grimlock reaver - holding axe, not disarm able.
( Ice roads north ) Deurgar warrior, holding scrimitar, not disarm able. Deurgar archer " Improved disarm failed " Not disarm able ( holding crossbow )
( Ice roads ) Orgillon, Orog, Orgillon chieftain. Disarm able do loose their weapons for 6 seconds. This is what I like to see ! Why does it work on them not the rest ? What is so game breaking that an npc loosing their weapon for one round ?
( Dwarven ruins ) Deurgar cleric, not disarm able.
Last edited by Meow2000 on Wed Apr 22, 2020 12:25 pm, edited 8 times in total.
Re: Disarm/Improved Disarm
The very first dungeon you are likely to run into if you start in cordor will have disarmable bandits.Meow2000 wrote: Wed Apr 22, 2020 10:30 am Like I said. I will post on my travels every creature that I will hit to disarm: What works and what does not so that my findings are subjective and you can take from it what you will. Perhaps you've taken that character on a ride before the recent server related disarm change ? I don't know where you find these creatures that they can be disarmed because that contitutes about 1 - 20 %.
And my character was recent experience.
And what am I supposed to take from your records anyway? If it doesn't work, I'll adapt and change tactics.
Another forum ban, here we go again.
Re: Disarm/Improved Disarm
( And what am I supposed to take from your records anyway? If it doesn't work, I'll adapt and change tactics. )
How about a fix ?
How about a fix ?