Good Aim not applying +1 AB to slings

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Jack Oat
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Good Aim not applying +1 AB to slings

Post by Jack Oat »

I have a Halfling.

It uses a sling.

It has +8 DEX modifier, +12 BAB, a +3 weapon, Good Aim as a racial feat for +1 AB with slings, and Weapon Focus: Thrown for another +1 AB.

This math means it should get +25 AB with a sling.

It only has +24 AB.

I tested this on PGCC with both Weapon Focus: Thrown and Weapon Focus: Missile, so the issue isn't the Weapon Focus feat.

Simply, Good Aim is no longer applying its +1 AB to slings.

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Jack Oat
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Re: Good Aim not applying +1 AB to slings

Post by Jack Oat »

This is still an issue.

"You shall know the truth, and the truth shall make you free."

Garrbear wrote:

quite bluntly we can't balance the server around people who don't play well

Irongron wrote:

My main takeaway from this is that Jack is apparently personable

Hinty
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Re: Good Aim not applying +1 AB to slings

Post by Hinty »

Just to double check, did you check the actual attack rolls in the combat log, or just the character sheet? Not every bonus shows up on he sheet.
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garrbear758
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Re: Good Aim not applying +1 AB to slings

Post by garrbear758 »

This is something Beamdog changed.
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Kuma Online
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Re: Good Aim not applying +1 AB to slings

Post by Kuma »

Jack Oat wrote: Sat Nov 30, 2019 9:38 am I have a Halfling.
found your issue

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the grim yeeter
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Re: Good Aim not applying +1 AB to slings

Post by the grim yeeter »

Image

I made this last week or so. If anything, it's good that halfling's good aim does not apply to slings. Halflings get +1 AB from extra DEX, +1 ab from size modifier and +1 AB from Good Aim. That's +3 AB tied to a race. That's an issue.

With the way weapon foci work now, that build up there can switch between shortbows (for the big damage) and slings (for more AC) without any penalty whatsoever. That's issue number one. The (necessary) solution to that is to remove slings from missile weapons and add it to the throwing weapon category.

Additionally, and I go off-topic here a little, but while we're at it: remove (some of) the damage and/or feats from archers. Ranged combat is already inherently very powerful, and with the way ranged builds can be set up in Arelith's current meta (see example above, but I've got more examples if anyone cares enough to actually look at numbers), they are way too strong. Funny little fact: take fey for that movement speed stacking with haste, and you literally cannot be caught if you do it right.

Also? Trash HiPS. At least for rangers. And preferably entirely.

Edit: i forgot about the Lucky feat. So add +1 to all saves on that sheet. Also, before anyone gets enthusiastic: no, expertise does not worked with ranged weapons. It's just that this build has so many free feats thrown at it that it can comfortably afford to take expertise feats just in case it finds itself in melee combat (for 77 AC).

Also, this:
Kuma wrote: Sat Jun 13, 2020 7:05 am
Jack Oat wrote: Sat Nov 30, 2019 9:38 am I have a Halfling.
found your issue
Sockss wrote: There is an overriding premise that all changes should be appreciated and welcomed because someone has taken time out for free to make them. [...] I don't believe volunteering should put your work above criticism [...] .
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