Unknockable doors, and knock/disarm traps issues

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Unknockable doors, and knock/disarm traps issues

Post by MannyJabrielle on Sat Aug 09, 2014 3:36 pm

Found at least 2 doors which should be unlocked by the knock spell, but aren't. áFrosternicus' door, it's DC is something like 15, but cannot be unlocked by an epic sorc casting the knock spell.

Death water crypt near the wanderer's portal, DC 20, cannot be unlocked by the same epic sorc casting knock.

Both cases, my caster had to resort to unlocking the doors manually (had to wait until level up to invest skill points into the lock skill to get just 1 base open locks to open the doors).

Knock/disarm issues: áI'm finding issues with these.... knock will cast, and doors will still be locked. áI'll cast again, and THEN they'll become unlocked. áReally should not take two casts to do what one casting should do.

Same issue with find/disarm traps. áThe spell fires off, the VFX appears on the traps, but they persist. áThey will be disarmed on a second casting however. áReally shoudl not take two casts of this spell either to do what it's supposed to do on the first casting.
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Re: Unknockable doors, and knock/disarm traps issues

Post by The Amethyst Dragon on Sun Aug 10, 2014 9:25 am

I'm going to need a refresher. Where is the door to reach Frosternicus?á It must be tagged as "plot", which could be protecting it from the spell.

I'll check on the needing two castings problem.

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Re: Unknockable doors, and knock/disarm traps issues

Post by MannyJabrielle on Sun Aug 10, 2014 11:57 am

Icereach, east of the central glacier area. áNot sure of it's exact name, but it's definintely part of icereach's glacier set of areas.

I think I found what the problem was with knock not unlocking on the first cast.... it does, but it seems the actual unlocking is delayed almost a full round after the casting/vfx fire off.

Find&disarm traps maybe something similar? áI was in the dark realms gauntlet last night, and I stood in one area and fired off repeated castings. áAll the traps would be "found" and show up, a couple would be disarmed and go away. áOn the next cast, still standing in the same spot, a few more traps would be disarmed, on the next, a few more traps, ect. áTook me about 12 casts to disarm all the traps within range of the spell while standing near the door at the end of the gauntlet.

So.... is there a dice roll aspect to the spell? áIt seemed like the traps to get disarmed first were ones that were lower disarm DCs, while the higher DC traps took several casts to finally nail down.
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Re: Unknockable doors, and knock/disarm traps issues

Post by Angel of Death on Sun Aug 10, 2014 2:58 pm

MannyJabrielle wrote:So.... is there a dice roll aspect to the spell? áIt seemed like the traps to get disarmed first were ones that were lower disarm DCs, while the higher DC traps took several casts to finally nail down.

Yeah, the description says it's a d20 + caster level of the one who cast the spell...for Find and Disarm Traps.

Knock spell, I think, is similar.
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