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Voucher Items Question: On-hit: Material

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Voucher Items Question: On-hit: Material Empty Voucher Items Question: On-hit: Material

Post by MannyJabrielle Tue Apr 16, 2013 1:24 pm

Are the materials on-hits such as "on-hit: Adamantine" forbidden from voucher weapons? I'm curious because instead of being under the regular 'on hit' list, they're under the on-hit: cast spell' list in the toolset, and the faq says that property is banned. The material doesn't seem like it's a "spell" however.
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Post by Eric of Atrophy Wed Apr 17, 2013 5:13 am

And here's a question - what exactly would the "on-hit: Adamantine" property do? Would it turn the clobbered foe into said material, or would the weapon itself transmutate with every hit: ie. a regular sword that when hits, becomes a silver sword for foe-slaying purposes?
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Post by Ramana Jala Wed Apr 17, 2013 9:20 am


Presumably On Hit Adamantine would do something similar to On Hit Silver, where a hostile with a particular 'allergy' to a certain metal would be further damaged more than just from the native weapon slashing or bludgeoning itself, probably though magical damage.

For this particular property, I could see maybe golems having this particular susceptibility, that ordinary damage might be resisted, but damage from extra hard adamantine could overcome damage reduction or resistance and go right through.

I've been curious myself whether On Hit Silver would be allowed in a custom item. I'm interested in the On Hit Silver especially as I haven't been able to find a Silver rapier anywhere.
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Post by The Amethyst Dragon Wed Apr 17, 2013 4:19 pm

Yes, you can put one of the material properties on a voucher item. I'll add these as allowable in the FAQ later today.

The additional damages and such are not reflected in the character sheet or item description, since they're applied as effects right when the target or wearer is struck.

If making a weapon with the standard (aka, Reforged) parts, there are in most cases appearances that would match up. Smile

Currently Coded/Working:

On-Hit: Cast Spell: Material, Adamantine (weapon only) (black, usually color 4)
- 25% chance it adds damage based on the size of the weapon
- - - tiny: 1d2
- - - small: 1d3
- - - medium: 1d6
- - - large: 1d8

On-Hit: Cast Spell: Material, Cold Forged Iron (weapon or armor) (black, usually color 4)
- on a weapon, adds damage based on target race
- - - celestial: 1d6
- - - demon: 1d6
- - - fey: 2d6
- on armor, damages creatures that hit wearer
- - - celestial: 1d4
- - - demon: 1d4
- - - fey: 2d4

On-Hit: Cast Spell: Material, Dark Iron (weapon or armor) (black, usually color 4)
- on a weapon, adds damage based on target race
- - - animal, beast: 1d8
- - - humanoid: 1d6
- on armor, damages creatures that hit wearer (also damages wearer!)
- - - animal, beast: 1d4
- - - humanoid: 1d3

On-Hit: Cast Spell: Material, Dead Wood (weapon only)
- 25% chance to add 25% spell failure effect to target for 1d6 rounds

On-Hit: Cast Spell: Material, Firegold (weapon only) (gold, usually color 2)
- 25% chance to add fire damage based on the size of the weapon
- - - tiny: 1d2
- - - small: 1d3
- - - medium: 1d6
- - - large: 1d8

On-Hit: Cast Spell: Material, Red Steel (weapon or armor) (red, usually color 7)
- on a weapon, adds damage based on target race
- - - construct: 1d6
- - - elemental: 2d6
- on armor, damages creatures that hit wearer
- - - construct: 1d4
- - - elemental: 2d4

On-Hit: Cast Spell: Material, Silver (weapon or armor) (silver, usually color 5)
- on a weapon, adds damage vs. silver-vulnerable creatures (based on individual creatures)
- on armor, damages silver-vulnerable creatures that hit the wearer

On-Hit: Cast Spell: Material, Sky Metal (weapon or armor) (blue, usually color 6)
- on a weapon, may add damage and visual effects based on the time, phases of the moons, and size of the weapon
- on armor, may damage attackers based on the time and phases of the moon


Last edited by The Amethyst Dragon on Wed Apr 24, 2013 3:24 pm; edited 1 time in total
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Post by MannyJabrielle Wed Apr 17, 2013 4:29 pm

Nice!

Question about the damages... how are they applied? As extra physical damage, or magical?
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Post by The Amethyst Dragon Wed Apr 17, 2013 5:08 pm

Magical (or fire, or cold, or divine).
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Post by RustyDios Wed Apr 17, 2013 6:01 pm

Sweet !!

I think I'll keep this in mind if I ever get around to "redesigning" some of my PC's weapons !


~If I ever get around to just logging in would be step 1 though.... ... I hate how little time I have to play right now Sad
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Post by Ramana Jala Tue Apr 23, 2013 12:59 pm

The Amethyst Dragon wrote:
On-Hit: Cast Spell: Material, Dead Wood (weapon only)
- 25% chance to add 25% spell failure effect to target for 1d6 rounds
I'm curious as to whether this would work on a Longbow?
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Post by MannyJabrielle Tue Apr 23, 2013 1:15 pm

No. Ammunition can get the on-hit property, but not the launchers (bows, slings, crossbows).
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Post by A_Vagabond Wed Apr 24, 2013 7:57 am

May want to be wary if you like other OnHit properties: if a weapon has more than one, sometimes (often) the OnHit props won't all fire. Just one, in my experience, is reliable. Especially with CastSpell, I think only one will ever fire.

I had to bugtest this in the distant past, and vaguely remember it being this way, but things may have changed, so perhaps someone with time and concern could test this out?
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Post by MannyJabrielle Wed Apr 24, 2013 1:09 pm

Not sure about on-hit:Cast spell, but I do know that a weapon with say, on:hit blindness and vorpal both will fire off on a single hit.

*Edit* Just did a quick test in game as well with an adamantine kukri and a casting of beheading blade (on-hit vorpal). Both can fire off on the same hit.

However, the adamatine onhit property doesn't always fire off, even when it's the only on-hit property.

Against a single opponent, I would only see it fire off once a round at best, and often it wouldn't fire off at all for several rounds. Against multiple opponents, same deal, although it would fire off two times at best against two different targets hit in a whirlwind attack.

I believe this is a bug with the material property itself. I checked my shifter, who's got vibration gloves +5 (onhit cast spell soundburst), and they fired off every hit, not just once every other couple of rounds.
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Post by The Amethyst Dragon Wed Apr 24, 2013 3:29 pm

It's actually a 25% chance per hit to fire off. I made a mistake in the text above, not putting that percentage chance in (though it's always been in the code).

It it fired off every hit, it would be identical to Damage Bonus: Magical [up to 1d8 Damage for a large weapon], which would be a far more expensive property.
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Post by MannyJabrielle Wed Apr 24, 2013 4:19 pm

Ah, ok, that makes sense then.

Another question.... does the 'caster level' variable have any effect?
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Post by The Amethyst Dragon Wed Apr 24, 2013 5:29 pm

MannyJabrielle wrote:Another question.... does the 'caster level' variable have any effect?
No.
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Post by MannyJabrielle Tue Feb 11, 2014 5:10 am

Another question....

What do the spellvenom silver, watersilk, blood drenched copper, and rust monster bone materials do, and are they allowed on vouchers?

(hmmm... rust monster bone armor.... tick off that orc destroyer when it's blade turns to red dust after trying to turn you into diced adventurer Wink )
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Post by The Amethyst Dragon Tue Feb 11, 2014 9:20 am

I'm pretty sure I've got those all scripted out, but don't remember right off-hand what those materials do.  Those particular ones are not for voucher items.  The ones that can be used are listed (with their exact effects) in the Player Reward Items? thread, under section 2f.
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