https://gyazo.com/1424031049bf649e106d6c155599047b
That's a Cure Critical Wounds Empowered (Top) vs a Maximized Cure Critical Wounds (Bottom) in Vanilla NWN.
Something about the new update has broken the way Empower worked with cure spells. Empower isn't properly applying to the full amount.
https://gyazo.com/c07db4d39dff53dc241e1410bdb5d5ba
That's the new Cure Light Wounds Empowered at CL 20. The lowest it should be able to hit is 33, because normally you'd have 20+2d8 x 1.5. -With a So a 22 multiplied by 1.5 to 33. Instead that 23 is rolling double 1's, and have ONLY the 2 multiplied by 1.5.
Working as intended (with the additional healing per CL added to the empower), that puts it still behind Cure Serious Wounds, (A 6d8+CL spell that shares the spell slot with with an Empowered Cure Light Wounds) With Empowered CLW slightly catching up to normal Serious wounds as you gain levels. (At CL 30 is about when you hit the breakpoint of an Empowered CLW outperforming CSW by 1.5 average healing)
However Empower isn't factoring the additional CL like it did before with all Cure line spells.
-Excepting Healing Circle, that is working as intended with empower.
New Cure Spells have lost their Empower fuctionality
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Re: New Cure Spells have lost their Empower fuctionality
The way empower works was not changed when these spells were buffed, but it has always worked in a different way than you assumed, which is much more obvious now we have increased the scaling constant.
- The dice are first rolled (in the case of CLW this is 2d8) and added together. So if you had a double 1, you get a 2 total.
- This value is then multiplied by 1.5 (Your 2 becomes a 3)
- Only at the end, the constant scaling is added in (Your 3 becomes a 23 because you have CL20)
The definition of empower is that All variable, numeric effects of an empowered spell are increased by 50% which is why only dice are multiplied.
The main goal of the cure wounds buffs was actually to help potions and wands, while keeping the spell a little more relevant for high level casters at the same time, but we were hesitant to buff a level 1 spell too much. Feel free to make a feedback thread to discuss it.
- The dice are first rolled (in the case of CLW this is 2d8) and added together. So if you had a double 1, you get a 2 total.
- This value is then multiplied by 1.5 (Your 2 becomes a 3)
- Only at the end, the constant scaling is added in (Your 3 becomes a 23 because you have CL20)
The definition of empower is that All variable, numeric effects of an empowered spell are increased by 50% which is why only dice are multiplied.
The main goal of the cure wounds buffs was actually to help potions and wands, while keeping the spell a little more relevant for high level casters at the same time, but we were hesitant to buff a level 1 spell too much. Feel free to make a feedback thread to discuss it.
Re: New Cure Spells have lost their Empower fuctionality
Could you clarify for me, are you saying that Empower has been completely overhauled in how it functions in Neverwinter Nights on Arelith?
Because the constant scaling is certainly added to all of the Cure Spells in unmodified NWN. -The same is true for nearly every single spell you can empower in the game.
Rather than being harder to test, or less obvious, Cure Light Wounds having its old maximum value of 5 with the variable of 1d8 makes it -very simple- to test.
If you are saying this is part of a sweeping change from how Empowered functions in Neverwinter Nights, then I completely understand and I'll make the relevant feedback thread.
However the way you phrased it made it sound like this was normal unbugged behavior for the Cure X spells before, and it was not.
Because the constant scaling is certainly added to all of the Cure Spells in unmodified NWN. -The same is true for nearly every single spell you can empower in the game.
Rather than being harder to test, or less obvious, Cure Light Wounds having its old maximum value of 5 with the variable of 1d8 makes it -very simple- to test.
- If it worked as only the 1d8 roll is increased by 1.5, we've got a simple max value that we know the spell can't go over. 5 + the highest possible roll of 8 + 4 (half of 8) 17
When you add the variable to that roll, you instead get a maximum of 19.5 (which gets rounded down.) So then all you have to do is check and see if it can exceed 17 points of healing in Neverwinter Nights:
https://gyazo.com/8cdbf83395a869d4e6c5705340eeaff8
If you are saying this is part of a sweeping change from how Empowered functions in Neverwinter Nights, then I completely understand and I'll make the relevant feedback thread.
However the way you phrased it made it sound like this was normal unbugged behavior for the Cure X spells before, and it was not.
Re: New Cure Spells have lost their Empower fuctionality
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Re: New Cure Spells have lost their Empower fuctionality
Hi Scraps,
I didn't change how empower works for these spells, so I believe Arelith had already changed it from vanilla cure wounds a while back.
Inf is currently looking at this topic to see if we want to be more consistent and which way we will calculate empowered spells.
I didn't change how empower works for these spells, so I believe Arelith had already changed it from vanilla cure wounds a while back.
Inf is currently looking at this topic to see if we want to be more consistent and which way we will calculate empowered spells.