Portable Fish

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Cellion wrote:

Just wanted to say THANK YOU to citricking!

This tool has been invaluable when working on homebrew content as a yard stick for class mechanics against existing classes. The tool has a bit of a learning curve, but once you get the hang of it its surprisingly flexible, powerful and it handles so many different types of mechanics with ease. Just a big step up from doing my "sense check" math on paper or in excel.

Thank you! Glad it's been useful.


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It's not crazy at all... it's something to do since you're a divine witch with no good cantrips to cast sometimes. It's not overpowered compared to something like inspire courage which contributes as much to dpr for each target and will affect all three targets for one action instead of three.


SuperBidi wrote:
I've seen that. Unfortunately, you can't combine attacks (to take Double Slice, Flurry of Blows or Impossible Flurry into account), and combined attacks are the one scoring the most overkill (especially Impossible Flurry).

Sorry, I'm not sure what you mean. You can combine attacks, the max damage will apply to all the attacks in a routine.


SuperBidi wrote:
One small bug: % of selected routine doesn't show in %.

Thanks! So you think it would be better to change the name or multiply the numbers by 100? "%" in a name looks a bit odd, but I think it's easy to understand

I also added taking into account the targets HP, so you can see expected damage with wasted damage taken into account.


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Pathfinder damage calculator: https://bahalbach.github.io/PF2Calculator/

New: two weapon fighting easy to add, with ranger precision edge and double slice


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Added heroism, back swing, and Magus spell strike with some cantrips as options. What else would be best to add?

Pathfinder damage calculator


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Added indications of your current bonus and damage, I hope this will make the tool a lot easier for people to understand.


I added a button to share graphs to imgur, anyone try it yet?


Red Griffyn wrote:
Is there a easy way to do power attack or specific feats like that that add extra damage dice the vary over level?

For power attack just choose that, others aren't implemented yet though. You can always just click the "+" button in the damage dice section to add more damage dice at specific levels.


OrochiFuror wrote:

Don't suppose there could be a way to track activities over more then one round? Helpful for all those reload weapons that stagger attacks.

A slightly darker background might help, like cream or off white, or make all the lines and borders darker/thicker so all the things you click pop more.
Perhaps a way to set resists of an enemy? So you can do a quick compare against different enemies. Might need a full list of damage types though.
I don't really understand why when you create a new routine your given options(that all can be changed later?) and then have to create the activity based on those choices. Just seems like an additional step that doesn't add anything. Is this because the other options, skill/cantrip/spell, aren't implemented yet?
Otherwise, great so far.

For tracking activities over multiple rounds you can just input 2 rounds worth of attacks, you can also set a multiplier of .5

There are now more buttons to quickly make routines, but yeah, the other choices aren't implemented yet.


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SuperBidi wrote:

A few request:

- Expressing damage in % of one routine would be great.

That's added now!

Made a huge change to the ui
Everyone please let me know how I can make things more clear.

The new way to add routines is far from finished though, that hopefully will be complete in a couple days.


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Made a pretty big change to the ui. More changes coming to reimplement some removed things and add new ones


An important cost to miss chance is that it also makes you avoid heals and buffs. Just something to consider.


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Exocist wrote:
Golurkcanfly wrote:
Ezekieru wrote:
Something I noticed just now: The descriptions for the Air Repeater and Long Air Repeater either imply or outright say that the Long Air Repeater is a two-handed weapon. However, the actual statblock of the Long Air Repeater says it's a one-handed weapon.

I was gonna bring this up as well.

It seems like there's a mistake, where it should be two-handed and a d6 weapon instead of just trading Agile for extra range, going by the description.

That and it could actually give a mechanical reason for an Inventor to use a gun over a bow (their deadly simplicity equivalent + long air repeater for a d8 weapon without volley), so that'd be neat.

I honestly prefer this version that is d4 and one handed with extra range over a hypothetical 2 handed version.

My cynical view is that two handed is standardly worth 2 damage dice sizes, and if you bump the LAR 2 dice sizes to make it 2h, then it’s a d8 repeating (8) weapon which is suspiciously a lot better than a crossbow, so a last minute adjustment was made.

Look at cross bow and hands cross bow, two hands is worth just one die for ranged weapons.


HumbleGamer wrote:
citricking wrote:
HumbleGamer wrote:


- Different attacks ( with probably better damage, reach than your eidolon ).
The attacks are all worse than the eidolon though.

A DEX eidolon is going to deal 2d6+6, without a buff. 2d6+10 if the summoner expend an action to boost eidolon. A STR eidolon will deal +1 DMG, and may have chosen the 1d8 "main attack damage", resulting into 2d8+7 or 2d8+11.

I don't really see them "better" than:

- 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed

or

- 2d10+10 piercing plus 1d6 evil;

or

- 2d10+10 piercing plus 1d6 evil

...

Alternatively, if you want to trade Survival for damage, you can go with righteous Might ( lvl 6 spell too ).

- 10 temp hp ( vs 5 temp hp )
- 3 physical DR ( vs 5 physical DR but silver )
- 20+ lvl AC ( half way from a martial and a champion, vs 22+11 which is champion AC +1 )

but you get

Quote:
A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage.

Si it could be from 3d6+8 to 3d12+8 for a melee strike, and from 3d6+6 to 3d10+6 for a ranged attack. Eventually, consider 1 extra 1d6 good damage.

Lower accuracy though, +20 vs +22 for an eidolon at level 11, so it'll do less damage on average vs a str eidolon.

Also it's only really usable at level 11…

I guess then you switch to angel form. Still feels weird, they really should have made battle forms scale naturally instead of only being appropriate offensively at specific levels really…


HumbleGamer wrote:


- Different attacks ( with probably better damage, reach than your eidolon ).

The attacks are all worse than the eidolon though.


Put your attack stat at 18. Dex based melee classes (except theif rogue) are bad a low levels. A 16 instead of an 18 means 15% less damage, so don't do that if you want to min/max.

Choosing a good weapon can help. A flick mace is the best weapon if you have attack of opportunity.

Spell choice is very important for effectiveness. At low levels almost all spells aren't good except heal and magic weapon. At higher levels you have a lot more options.


Of course not, thank you for including it.


Yeah, that sounds good!

Or what about PF2 calculator or PF2 damage calculator?


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Guide has been updated for the new tool, check it out

You can compare the expected damage of different attack routines with different builds. There are a few examples routines to check out too.

Is name "build comparison tool" better or worse than "expected damage tool"?


Plane wrote:
I like it. Thank you.

Ah thank you. I was sleepy and misread your first post as a request haha…


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If they remove esoteric antithesis and lower the thaumaturge weapon damage they could put a lot more power in the implements.
And you could have a lot of variety in builds.

Choose wand for an elemental/ranged/aoe/debuffing attack.
Choose weapon for more weapon damage/a powerful weapon attack.
Choose amulet for protecting allies.
Lantern could have a way to provide a circumstance hit bonus to allies to make it generally useful.
Goblet could provide more healing.
Could have an implement like a monocle/spy glass/tome for something like recalling knowledge and finding weaknesses.

That way the implements you choose would make a variety of interesting builds and play styles.

Making these options more powerful would make them more central to the play style of the character. Instead of the wand being a minor situational thing it could be a defining part of what your character does, and I think that would be a lot more interesting.

To increase their power would mean removing find flaws and esoteric antithesis, but a similar ability could work very well as an implement option.


You can always hold a finesse weapon in one hand and the staff in the other. But are you really getting much from it then…


ran the numbers for recall knowledge against a standard DC here


Plane wrote:
Thank you for your continued investment in the tool. It's nice to be able to do comparisons for the hard math.

Sorry, I don't know what you mean by that?


littlebattler wrote:
is it possible to set it up for spellstrike?

Yes, just add the spell damage/effect to your strike.


SuperBidi wrote:

I think it's fine, now. I managed to design poison, something I haven't been able to do with your previous tool, so kudos to you.

One thing that I don't see is the ability to express the results in % of one of the routine. It was really useful to me.

Also, I fail to understand the first graph. I nearly only use the second one. It could be nice to make it optional. Not there by default but you can select a value in the drop down to include it.

I see, I'll see about maybe switching how things are displayed.

So it's useful if you input different choices for a single character and want to see which routine is best versus higher/lower defenses/resistances, or if you want to see which is most likely to take a target out with 20 HP for example


vagrant-poet wrote:

Just want to say, I appreciate all your hard work on this tool.

You're a hero, much appreciated.

Thank you very much. I think I have most things in now.

I think I'll be working on making it prettier.

Is there anything else important to add first though?


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I really hope they remove any connection to recall knowledge. That sub system is just too vague to be worth using as rules.


Falco271 wrote:
citricking wrote:
Falco271 wrote:

Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?

Look again? Weapon spec damage is in the first damage entry with weapon dice and ability score damage. The third damage entry is for the pick critical specialization.

And you can now copy routines.

-

On Crit:
Dice: (None +@1 +1 +) d10 Fatal
Static: (+ +@5 +4 @12 +6 @19 +8 +)
Type: piercing none Persistent: x 1

Confused about the bolded entry. I see what you mean with the static damage in the weapon entry. But I can't place what the bolded numbers mean.

Is it correct that you can't add 1d6 sneak damage for non-rogue chars yet, when using an agile or finesse weapon?

That's the pick critical specialization damage. When you get it at level 5 you do 4 more damage on a crit (2 x weapon dice number), when the number of dice increase at 12 and @19 it goes up to 6 then 8.

You can add sneak attack damage for anyone, currently you have to check yourself if the target is flatfooted.


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You can use the this to see how the thaumaturge compares in the tool

It's damage is quite high after it gets a weakness set up.

Mess around with things for yourself :)


Kinda got sharing working

Try it out

You can use the this to see how the thaumaturge compares in the tool


Falco271 wrote:

Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?

Look again? Weapon spec damage is in the first damage entry with weapon dice and ability score damage. The third damage entry is for the pick critical specialization.

And you can now copy routines.


Made it easier to use.

Going to work on sharing capabilities now.


SuperBidi wrote:


So many things...

So you can put negative numbers for things like number of dice or to hit bonus, with the by level adjustments when you click +. Just a problem is if it goes to 0 it's removed, so you have to type a negative number directly by adding -. I know that sucks so I'm going to change that.

Frightened is in, I'll get around to added the others eventually…

I don't like having runes built in so you exactly what's included, but I can definitely add another preset for 8 10 16.

I want to implement copying data to get around having to input so much every time.

Fatal is in now, not sure what you mean by that?

Disintegrate is pretty easy to do. I could include it as an example.

One point of the examples is so people could see how to do things, and they don't have to show up unless you click them.

Thanks for the input!


I added fatal and there are now a couple starting routines to look at.

I'll add a few more. What do people think should be added first? Currently there's double slice pick fighter, greatsword fighter and fireball.


Falco271 wrote:
Do you have an explanation for the tool somewhere? Clicking away, but I can't seem to make it do what I want.

No not yet… wanted to wait until the damage section is a bit more set in stone.

What specifically is not working/confusing?


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With the old tool not working I added 1-20 graphs to the new tool. Check it out here.

Let me know how it could look better or be easier to use. I'm still not sure the best way to input things like rage damage/dangerous sorcery.


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Monk weapons are not supposed to be worse. Some monk weapons are worse, but that's just some. You also have some monk weapons at the upper end of traits, like the temple sword. And I'm pretty sure there are non monk weapons that are also strictly worse than other weapons, so it's not just a monk trait thing.

In conclusion, the monk trait doesn't count towards a weapons power budget, but some weapons are below the maximum power budget.


Thanks for the shout out!


HumbleGamer wrote:

Quick questions about eidolon and property weapon/armor runes:

- Can the eidolon benefit from property armor and weapon runes?

- Are there specific limits for the eidolon?

- What about a speed rune? I mean, would be able to benefit from it either the eidolon or the summoner?

- What about triggering weaknesses with precious materials? how is the eidolon going to interact with silver/coldiron/adamantine resistances?

That's a good question. So eidolons do benefit from weapon property runes, but not from armor property runes. You can only be quickened once, so speed doesn't cause complications. I didn't see any ways for eidolons to get precious materials for their strikes.


You can get 2 and 2 with act together. It's just that one character has to do 2 separate one actions instead of a two action


Eidolons do solid damage, on a sub optimal turn where they have to move and can't cast electric arc they do the same damage with boost and two attacks as a fighter does with two strikes with a long sword. Summoners might be worse than fighters, but they seem better than rangers and monks.

And to whoever was talking about martials being better with electric arc, do the math, outside of a dual wield precision ranger next to a marked target the summoner does more damage. There are calculators at bahalbach.github.io so you can see for yourself.


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Summoners are a lot more effective than casters at low levels. At high levels they are still at the level of monks and champions in melee damage, but they have the ability to cast 4 high impact spells, that's clearly a new niche.


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Lower level spells aren't too hard to get with an MC. I think bounded casting is nice, top level spell slots means damage spells are an option, which I like in a gish.


Hit is never defined in the rules. By looking at the definitions of AC and where critical hits are mentioned it seems like a hit is intended to be a success against AC (so produce flame can hit but trip can't). That's never defined anywhere though, but I'm certain that's what's intended.


Subutai1 wrote:
citricking wrote:
Just letting you know, true strike will decrease your dpr unless the enemy has concealment.
Are you calculating the Stand Still attack in that results from the target getting prone? That attack is so much more worth than a -4 and -8 you would be getting on top of denying the enemy 1 action.

Yes, but not accounting for benefits beside damage from making the enemy prone. here's a chart I quickly made


Just letting you know, true strike will decrease your dpr unless the enemy has concealment.


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The calculator is not including weapon spec, I'm pretty sure that's in the notes. I'm certain that's RAI. And I read it that way as raw, that's why the barbarian dragon form feat has to say add rage damage, because you normally don't add additional damage.


Spirit instinct and fury instinct are absolutely great if you're comparing the difference between them and other instincts to the difference between a witch and a wizard.

I think you are being harsh on bones though, it's great as an option for evil Oracle's or Oracle's in an undead party or even when facing undead. I consider it a lot more playable than flames which makes being a healer challenging with concealment

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