User:NtCarlson/Sandbox: Difference between revisions

Jump to navigation Jump to search
Cleaned up section titles
(Moved Combat Inspiration bug note to a more appropriate place)
(Cleaned up section titles)
 
(2 intermediate revisions by the same user not shown)
Line 36: Line 36:
* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances.
* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances.


== Weapon riders (<code>CharacterWeaponDamage()</code>, etc.) ==
== Weapon riders ==
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else.
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else.
One weapon attack will apply each '''weapon rider''' exactly once.
One weapon attack will apply each '''weapon rider''' exactly once.
Line 47: Line 47:
If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default.
If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default.


==Damage Riders (<code>DamageBonus()</code>) ==
== Damage riders ==
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage.
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage.
This makes them more flexible and potentially abusable than basic '''weapon riders'''.
This makes them more flexible and potentially abusable than basic '''weapon riders'''.
Line 199: Line 199:
The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances.
The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances.


== Damage rider sources (<code>DealDamage())</code> ==
== Damage rider sources ==
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.


Line 216: Line 216:
The practical difference between '''attached''' and '''detached''' '''DRS''' sources is that some '''damage rider''' effects will not apply to '''detached''' sources. For example, the {{DamageText|1d4|Fire}} damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by '''damage riders''' like the [[Potent Robe]] or [[Elemental Affinity: Damage]] which explicitly apply only to spell/cantrip attacks. It will, however, be boosted by more '''universal''' damage riders like [[Arcane Charge (Condition)|Arcane Charge]].
The practical difference between '''attached''' and '''detached''' '''DRS''' sources is that some '''damage rider''' effects will not apply to '''detached''' sources. For example, the {{DamageText|1d4|Fire}} damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by '''damage riders''' like the [[Potent Robe]] or [[Elemental Affinity: Damage]] which explicitly apply only to spell/cantrip attacks. It will, however, be boosted by more '''universal''' damage riders like [[Arcane Charge (Condition)|Arcane Charge]].


=== Additional DRS effects from class features ===
=== DRS effects from class features ===
This is a list of class features that provide additional '''damage rider sources''' to attacks or spells.
This is a list of class features that provide additional '''damage rider sources''' to attacks or spells.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%; text-align:center;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%; text-align:center;"
Line 291: Line 291:
</references>
</references>


=== Additional damage rider sources attached to ordinary weapon attacks ===
=== DRS effects from weapons ===
This is a list of weapons that can get bonus '''attached''' '''damage rider sources''' with ordinary attacks. Since these damage instances are attached to a weapon attack, they will be boosted by applicable '''damage riders'''.
This is a list of weapons that can get bonus '''attached''' '''damage rider sources''' with ordinary attacks. Since these damage instances are attached to a weapon attack, they will be boosted by applicable '''damage riders'''.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
Line 346: Line 346:
|[[Proficiency Bonus]] {{DamageType|Necrotic}}
|[[Proficiency Bonus]] {{DamageType|Necrotic}}
|Requires and consumes a [[Reaction (Resource)|reaction]]; only applies while equipped in the main hand
|Requires and consumes a [[Reaction (Resource)|reaction]]; only applies while equipped in the main hand
|}
|}This is a list of weapons that can trigger bonus '''detached''' '''damage rider sources''' with ordinary attacks. Weapon attack related '''damage riders''' will not apply to these extra damage instances since they are not directly attached to a weapon attack. Only the '''universal''' '''damage riders''' will apply.
 
=== Additional detached damage rider sources triggered by ordinary weapon attacks ===
This is a list of weapons that can trigger bonus '''detached''' '''damage rider sources''' with ordinary attacks. Weapon attack related '''damage riders''' will not apply to these extra damage instances since they are not directly attached to a weapon attack. Only the '''universal''' '''damage riders''' will apply.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''detached''' '''damage rider''' '''sources''' from ordinary weapon attacks
|+Extra '''detached''' '''damage rider''' '''sources''' from ordinary weapon attacks
Line 369: Line 366:
|}
|}


=== Additional damage rider sources attached to weapon actions ===
=== DRS effects from weapon actions ===
This is a list of '''damage rider sources''' from special [[Weapon actions]]. These sources are inherently more limited by nature of being once-per-short-rest actions.
This is a list of '''damage rider sources''' from special [[Weapon actions]]. These sources are inherently more limited by nature of being once-per-short-rest actions.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
Line 424: Line 421:
|}
|}


=== Additional damage rider sources that can apply to spells ===
=== DRS effects for spells ===
There are a limited number of '''DRS''' effects that work with spells or cantrips, particularly '''attached''' effects. However, many spells have built in ways of dealing multiple damage instances. For example:
There are a limited number of '''DRS''' effects that work with spells or cantrips, particularly '''attached''' effects. However, many spells have built in ways of dealing multiple damage instances. For example:
* Multi-hit spells like {{SAI|Magic Missile}} or {{SAI|Scorching Ray}} deal separate damage instances for each projectile.
* Multi-hit spells like {{SAI|Magic Missile}} or {{SAI|Scorching Ray}} deal separate damage instances for each projectile.
Line 457: Line 454:
|}
|}
In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4.
In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4.
Below is a list of '''DRS''' effects that work with spells, but create '''detached''' damage instances.
Again, the only way to boost these damage instances is with the '''universal damage riders'''.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''detached''' '''damage rider sources''' that work with spells
!Source
!Damage Bonus
!Notes
|-
|{{nowrap|{{RarityItem|Amulet of Elemental Torment}}}}
|{{DamageText|1d4|Fire}} or {{DamageText|1d4|Acid}}
|The wearer must be standing in a [[Fire Surface]] or in [[Caustic Brine]]. Spell damage will inflict {{Cond|Burning}} or {{Cond|Caustic Brine}} respectively which will immediately apply the first tick of '''1d4''' damage.
|-
|{{nowrap|{{Cond|Gaping Wounds}}}}
|{{DamageText|2|Piercing}}
|Does not work with spells or abilities that use a {{Saving throw}} rather than an {{Attack roll}}.
|}


== Glossary ==
== Glossary ==

Navigation menu