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Used: Beholder Eyebeam Visual: What about when they miss?

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Post by daveyeisley Sun Apr 03, 2011 4:23 am

Currently, even when a beholder's eyebeam attack roll fails, each and every ray visual shows as striking the target.

When a PC casts Disintegrate or Telemus Arcanum, the visual actually appears to miss the target when the attack roll fails.

Why not have the eyebeams appear as off-target when they miss as well?

Could also have a look at the screwy "unresistable" magic damage ray...
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Post by daveyeisley Sun Apr 10, 2011 4:04 am

To add on to this, on a related note:

To reduce combat feedback spam.... could the eyebeams be changed to check against SR and/or for a relevant Immunity to the effect before making an attack roll?

After all if the ray cannot take effect, no point making the server do an attack calculation and saving throw, or spamming the players combat log.
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Post by The Amethyst Dragon Sun Apr 10, 2011 12:25 pm

Attack roll comes first, to check if there's a reason to check SR and do saves. Smile

As far as doing a "missed attack" beam, yes, I can get that added in when I get to rescripting beholder eyebeams.
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Post by daveyeisley Sun Apr 10, 2011 12:56 pm

Perhaps then just check for Immunity first, then.

SR, attack roll, and saves are meaningless if the target is immune, no?
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Post by The Amethyst Dragon Sun Apr 10, 2011 1:40 pm

Attack roll isn't meaningless...it's made first to see if the target is even hit by the beam (if the beam misses, then nothing else is checked/rolled).

Sure, it adds to the combat log, but its probably easier on the game engine that checking every item and spell effect on a target that might grant immunity to that particular beam type before doing the attack roll. And it makes more sense to me.

As I see it, the logical order:
1. ranged touch attack roll (if missed, skip steps 2-4)
- 1a. determine which beam effect to apply (hit or miss) and apply it
2. check for spell resistance and immunities (these are both part of the function for doing a spell resistance check - if beam fails, skip steps 3-4)
3. target rolls saving throw (if successful, skip step 4)
4. apply effect of beam to target
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Post by daveyeisley Sun Apr 10, 2011 1:57 pm

I guess it depends on how much many loops are involved in attack rolls versus how many loops in SR check.

I was thinking the Immunity and SR were checked separately.

There is one beam that the regular beholders are firing that is penetrating 40 SR 100% of the time. So either its not checking SR like it is supposed to, its caster level is way too high, or the result of the SR check is backwards (ie. fail to penetrate = apply effect, succeed penetration = no effect).

Though, I have never seen that eyebeam have no effect when its attack roll hit. if it hits, it has always applied its damage.
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Post by The Amethyst Dragon Sun Apr 10, 2011 2:23 pm

I'll be checking all the eye beams when I get to rescripting them again. Leaving this thread here as a reminder.
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Post by MannyJabrielle Mon Jun 06, 2011 7:06 pm

This has been used. Lock-n-box?
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Post by A_Vagabond Tue Jun 07, 2011 7:35 am

Ah, one last thing. It may be a glitch on my end, but the new beams seem to "stick" to my PC, once I've killed the bee. So, I'll find myself running around with a beam of something coming out of my chest, usually going down to the ground, and it'll stay until I logout. Even resting doesn't always make it go away.
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Post by MannyJabrielle Tue Jun 07, 2011 8:32 am

I'll get that now and then too, although with any beam type Vfx, particularly that form lightining bolt.
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Post by Elhanan Tue Jun 07, 2011 12:03 pm

A_Vagabond wrote:Ah, one last thing. It may be a glitch on my end, but the new beams seem to "stick" to my PC, once I've killed the bee. So, I'll find myself running around with a beam of something coming out of my chest, usually going down to the ground, and it'll stay until I logout. Even resting doesn't always make it go away.

Ever hear the expression, "their eyes joined from across the room"? Or "the gaze remained transfixed on such beauty"? Consider this poetic license....

cyclops
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Post by The Amethyst Dragon Tue Jun 07, 2011 6:16 pm

I get that too sometimes. It's a glitch with the game engine itself and the beam type visual effects. I've tried everything I can think of to "clear the effect", but according to the game engine it's not actually there.
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