Dave wrote: Here was the rest of my testing for this afternoon.
I worked with an Elf Wizard and included the following items in my build.
Head - Crown of Expertise
Neck - Ashenne's Arch-Mage Medallion
Wrist - Bracelets of the Cabal
Hands - Gloves of the Cabal
Melee Weapon - +2 Staff of Power
Right Ring - Ring of Expertise
Charm - Charm of the Cabal
Charm - Charm of Spell Storing
Charm - Charm of Spell Swapping
I then programmed the following sequences.
1 Quicken-Acid Splash, Acid Splash
2 Quicken-Fireball-Conserve, Shocking Grasp
3 Quicken-Ray of Shock-Sharpen-Conserve
4 Magic Missile -MEC-Fork
5 Quicken-Fireball, Fireball-NoM, Fireball-NoM
6 Magic Missile, Cab-Magic Missile
7 Quicken-Acid Ray-MEC-Alter to Fire-Fork-Sharpen-Conserve, Acid Ray
8 Quicken-Magic Missile, Cab-Magic Missile, Magic Missile
9 Quicken-Acid Splash, Shocking Grasp-NoM, Magic Missile
10 Quicken-Fireball-Conserve, Cab-Fireball
Methodology - I had one build where I set all 10 sequences and then tried to play with them individually (or together if appropriate). In between Virtual TD sessions I would Go to Epilogue, Go to another character build, then open the Elf Wizard build, select done and then reopen another Virtual TD session. This was just to make sure I was starting from scratch each time.
I had a second cloned Elf Wizard build (the sequences do not clone). In that build I would program only one sequence at a time to try it with the same sequences outlined above.
Results
- When I go into Virtual TD with the first build, only the first 4 sequences show as active. Not entirely sure why this is, although, as will be reviewed below, only one other sequence beyond the first 4 can be executed, even though all of them are valid.
- Sequence 1 executes properly. I am presented with 2 skill checks. Total damage is displayed. But that assumes that all damage is going to the same target. If more than one monster was in the room, I might have directed the two spells at different targets. After executing, only sequence 4 is still active.
- Sequence 2 executes properly. This time it shows 1 damage total for the Shocking Grasp + Base Damage of the Fireball and then displays a pool total for the Fireball bonus damage. The issue here is that the Fireball does base damage of 20 to all monsters. The Shocking Grasp must be allocated as a total to a single target, but then the rest of the pool can go anywhere. The damage is really 20 (All) Shocking Grasp (Total) Bonus (Pool).
- Sequence 3 executed as expected. No issues other than other sequences no longer active (except #4)
- Sequence 4 executed as expected. First 3 sequences still active afterwards.
- Sequence 5 not active. It should be acceptable based on Crown of Expertise, Charm of Spell Storing and Quicken. In general, no sequence that included 3 spells was executable.
- Sequence 6 not active, but the Cabal set is equipped. In general, no sequence that included the Cabal Set was executable. I tried using it with 3 spells, 2 spells and even a single spell.
- Sequence 7 not active as sequence 7, even if I clear the 6 sequences prior to it. However, if I built this same combination as sequence 1, it worked as expected.
- Sequence 8 not active. Should work with Quicken, Cabal Set Free Action and normal casting of spell
- Sequence 9 not active. Again, should work with Quicken, Charm of Spell Storing and normal casting of spell. No combination of 3 spells seemed to work. Although, you were allowed to set them up as a sequence.
- Sequence 10 not active. Again, I tried reducing this to a single free action spell and it still would not show as active.
- The sequencing does not appear to work in conjunction with sacrificing a spell. For example. I set up a simple sequence Quicken-Magic Missile, Magic Missile.
i then went into virtual TD. I cast a Magic Missile in round 1. I cast another Magic Missile in round 2. I only have 1 Magic Missile left, so in round 3 I sacrificed Bull's Strength so that I could swap it into another Magic Missile. The sequence was not active (was earlier), because it thought I only had 1 magic missile left.
Also, while playing around and clearing out sequences. For the character that had 10 sequences, i clear the first 9. It would not let me set a new sequence 1 until I also cleared sequence 10.
Other than that, i played with setting bardsong, turning bardsong off, turning on songbird of necklace. Nothing there impacted whether or not the sequences worked. I just had to make sure I didn't swipe away the Virtual TD popup box, or all of the sequences became inactive.
in summary, this is really, really, great when it works. Big step in the right direction. Still quite a few limitations.
Feedback #3
I've reprogrammed all of the sequences I tested the first time and retested them.
In general, all sequences were allowed and all appeared active when I went into Virtual TD. Contrary to what I stated last time (my error), sequence 10 is not valid and should not have been allowed to be set up or executed. It was. Conserve and Cabal Set both use a free action and cannot both be used in the same round. Let that be a lesson to all. Even I screw up wizards once in a while.
Sequence 1 - Works as expected. No issues.
Sequence 2 - Works as expected. No issue per se, but the same general comment I've already made. Results that display can be confusing. In this case I get Total = 57, Pool=31, Other=20. I can see that the "Other" is how your handling "All", but it should probably say "All". And again, what if the "Total" needs to be split between two monsters. I'll comment in general on this later.
Sequence 3 - Works as expected. No issues.
Sequence 4 - Works as expected. No issues.
Sequence 5 - Works as expected. No issues other than, again, how totals are reported.
Sequence 6 - Works as expected. No issues.
Sequence 7 - Works as expected. No issues other than result reporting.
Sequence 8 - Works as expected. No issues.
Sequence 9 - Works as expected. No issues. In particular, I noted that once I used this sequence, other sequences that used the Cabal Set were grayed out. Nicely done. Cabal set can only be used once per room.
Sequence 10 - Should not have been allowed in set up or execution. Was allowed in both. That'll teach you for trusting me.
Added a new sequence to another build
Sequence 11 - Ray of Shock-MEC-Boost - When I executed this it gave me a total of 67 (Base + MEC + Bonus). It should only have given me the base plus MEC, which I could then use to Boost another players damage. The bonus damage is irrelevant when I use Boost.
General Comments
- Sequences that involve sacrificing a spell due to spell swapping must still be done manually. I suppose I could set up a sequence that includes "Cast No Mark" under the assumption that I swapped a spell. That might help, but the actual sacrifice would still need to be manual.
- The display of damage results needs some work. I understand the "real estate" on the dice roller screen is at a premium, but currently I think the displayed results will create some confusion and slow down combat when the wizard has to explain to the DM what he (she) really did and how it should really be applied.
In a perfect world, each spell cast would produce its own results.
AoE spells should display X (All) and Y (Pool)
Single Target Spells should display X (Total). If the spell was Sharpened, there should be indicator as to whether or not it was a CRIT. If the spell was forked, Fork should be displayed to allow allocation to a 2nd monster.
Trying to combine spell damage, no matter how you do it, is going to create situations that require further explanation.
Anyway, in general, this is still very very awesome. Thank you.