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Old 01-14-2002, 10:11 AM   #1
Russ
Manshoon
 

Join Date: November 9, 2001
Location: Texas, baby!
Posts: 163
From the way it's written, by combining any saving-throw reducer with Poison, those with Cleric spells should be absolute killers... but I've never had poison do more than one round's worth of damage, when it should be doing damage for a full turn. What should be a devastating spell is only being handy.

Has anyone else had this problem, or know how it can be fixed?
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Old 01-14-2002, 10:47 AM   #2
Lord Ludtke
Zhentarim Guard
 

Join Date: November 21, 2001
Location: canada
Posts: 319
I am not familiar with the spell version, but the assassin ability always takes a while to kick in. A while being run in, stab him, see the first point of poison damage done then run away. Nothing....nothing....then bam, assassin does 1 damage to baddie, and this continues for a very long time.

Maybe try walking away and letting it do it's work. Be sure to turn on the show all details in the game setup, so you can read everything that is happening.
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Old 01-14-2002, 12:28 PM   #3
Russ
Manshoon
 

Join Date: November 9, 2001
Location: Texas, baby!
Posts: 163
Initial damage from this spell always kicks in immediately, just like zapping somebody with an acid arrow. I just havne't seen it do the damage in teh following round (I keep full info on).

That's a pity, since this is a 4th-level spell that can conceivably be doing, on any given Thursday, 20d8+20 damage over a turn, and that's when you've just learned to cast it. It's one hell of a spell...
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Old 01-14-2002, 01:14 PM   #4
daan
Silver Dragon
 

Join Date: August 25, 2001
Location: -
Age: 40
Posts: 1,644
I'd hate to let you down, but hey, i'm gonna do it anywayz

The 4th lvl priest spell poison does NOT deal out 20d8+20 over a turn. These are the stats:

When victim fails save vs. poison:
7-9th lvl 2d8+ 2/round
10-12th lvl 3d8+ 3/round
13-14th lvl 4d8+ 4/round
15-16th lvl 6d8+ 5/round
17+ lvl 8d8+ 6/round

The spell only last one turn (10 rounds i believe ??)
WHich would mean, that on a perfect day, the best damage you can deal out is an INITIAL 64 hp damage, + 6/round = 60 hp /turn
64 + 60 = 124
but you'd have to be 17 + lvl for that, when you first get the spell your maximum damage is 36 hp all together.
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Old 01-14-2002, 03:56 PM   #5
Russ
Manshoon
 

Join Date: November 9, 2001
Location: Texas, baby!
Posts: 163
Gotta admit, that does make a lot more sense game-balance-wise...

sigh.... they oughta put parentheses or something on these suckers...
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