| SgtBalanced |
There are two related rules concerns that the community needs official guidance from Paizo to resolve. Both of these rules are ran differently at various tables, and the community cannot agree on the RAI since Player Core contradicts itself on Page 408.
Rule concern 1) Please define the phrase "instance of damage."
This phrase is only used two times, both times on Page 408, once under Weaknesses and once under Resistances. Unfortunately, Paizo has never defined this phrase. The two interpretations that the community uses for Instance of Damage are:
Definition A) A single strike/spell/ability that deals damage deals a single instance of damage. (i.e. a Flaming Longsword that deals 1d8 Slashing + 1d6 Fire is ONE instance)
Definition B) Each damage type dealt by a strike/spell/ability (i.e. a Flaming Longsword that deals 1d8 Slashing + 1d6 Fire is TWO instances)
For normal cases, everyone typically uses definition A, resulting in Weakness/Resistance only being applied one time per strike/spell/ability. The community (and PFS tables) become split when Holy/Unholy traits are brought into the equation, which leads us to the main contradictions we need Errata for.
Rule Concern 2A) How Weakness to Holy/Unholy is calculated against multiple damage types.
Consider a demon with the Unholy trait has a Claws Strike that deals Slashing + Spirit + Poison damage. The demon attacks a PC with Weakness 5 to Unholy. The relevant rule from page 408 says "If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually only happens when a creature is weak to both a type of damage and a material or trait".
Weakness 5 to Unholy is ONE weakness, not "more than one weakness," so technically that rule doesn't even apply. Assuming is does apply though, we need a definition for "Instance of Damage" (See A or B above) to rule how to apply the Unholy Weakness; should it apply one time to the whole Strike, or three times - once for each damage type within the Strike?
The ruling I see most often for the Holy/Unholy Weakness is Definition A. However, the community primarily uses Definition B when dealing with Holy/Unholy Resistances!
Rule Concern 2B) How Resistance to Holy/Unholy is calculated against multiple damage types.
Consider the same Claws strike from the demon described above, hitting a PC with Resistance 5 to Unholy. There are two relevant, contradictory rules under Resistances on page 408, each one lending itself to a different definition of "instance."
The first rule supports Definition B of "instance": "If you have resistance to a type of damage, each time you take that type of damage, reduce the amount of damage you take by the listed number (to a minimum of 0 damage)." In this scenario, the Resistance 5 to Unholy would apply separately to all three damage types the demon deals. This is the same way that "Resistance to All" damage works.
Rule 2 supports Definition A of "instance": "If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value, as described in weakness." In this scenario, the Resistance 5 to Unholy would only apply one time to the strike.
From what I can tell, the majority of the community uses the Rule 1 / Definition B interpretation for Resistance to Unholy, but uses the Definition A interpretation for Weakness to Unholy.
To fix these rule contradictions, we need errata the defines what an "instance" of damage is (Definition A or Definition B), and reiterates how the Holy/Unholy traits should apply.
Thank you for you time and consideration.
| MagnificentMelkior |
| 1 person marked this as a favorite. |
It's quite obviously definition A. Another rule that would be impacted (to ridiculous degree) by definition B being true is dying. If you're dying 1 and you get hit by a flaming shocking sword that would be 3 instances and bring you to dying 4 (or dying 7 if it was a crit). Who is seriously arguing for definition B? It seems ridiculous.
| SgtBalanced |
I agree definition A should be used across the board, but from what I've seen in online discussions, Definition B is favored for Resistances when Holy/Unholy is applied.
Foundry VTT uses this interpretation as well. Here is an image that shows how Foundry applies Definition A for Unholy Weakness and Definition B for Unholy Resistance. Anecdotally, from playing with different groups and participating in online discussions on the topic, this seems to be the most widely applied ruling. I found a GitHub ticket from two years ago that was opened for a PF2e Foundry rule change, but it was closed and disregarded in favor of Definition B.
| Farien |
| 2 people marked this as a favorite. |
Rule concern 1) Please define the phrase "instance of damage."
Bwahahaha! Best of luck with that. I've been asking for that for literally years.
I think they painted themselves into a corner on it. There isn't a consistent definition that can possibly be created that will work 'as intended' in all cases.
| HammerJack |
| 1 person marked this as a favorite. |
We had it confirmed all the way back in the PF2 playtest that "Definition A" is not correct. And those specific rules didn't change in the release.
The lack of a formal definition DOES cause ambiguities and unaddressed edge cases (and there's a reason this has been one of the most frequently asked questions that Paizo has refused to answer for the last six years), but the different damage types on a Strike being different instances is one part that we do know for sure.
Traits like Holy/Unholy on a Strike (not on a specific damage type) and thaumaturge's Personal Antithesis are some of the most frequent offenders for the lack of a definition to cause issues, but stating that a whole Strike is obviously one instance is basically the only thing that we DO know is wrong.
| Loreguard |
I thought (maybe because of the clarifications Hammerjack references that it was not A) and have operated that sets of damage with different traits were different instances. But instances of damage could occur at the same time, which is why I wouldn't have taken the approach that taking damage while dying would count as two or three from one source. Different instances are ways of sub-counting your damage, which in the end gets added up after dealing with the appropriate modifiers to it.
So a creature with Resistance: Slashing 5, Fire 5; Weakness: Bludgeoning 5, Holy 5 would have the following happen:
When struck by a flaming longsword for 8hp damage, and 6 fire damage, would take a total of (8-5) + (6-5) or total of 4 HP of damage. After which if they are struck by a Holy Mace for 4hp from the mace with 5hp of holy spirit damage would take a total of (4+5) + (5+5) or 19hp damage. If the holy mace only made the weapon damage holy, not adding a block of spirit damage that was holy, it would have meant they would only take 9hp of damage (losing the5 hp spirit damage from the other instance, and losing the weakness the other instance triggered).
Things like double-slice have you combine damage for purposes of damage instance (affecting weakness and resistance to have them affected collectively) Now, I have to admit, I hadn't considered what would happen if you double-sliced with the flame sword, does that combine both instances within that one weapon, or would it only merge similar type weapons (physical to physical). That does bring up questions I hadn't considered.
But for me I wasn't handling holy differently than other types of damage.
| HammerJack |
| 3 people marked this as a favorite. |
Also, I'm fairly sure that a creature with the Unholy trait doesn't automatically pass that trait on to its attacks. (Can't find anything in a quick search that says it does.)
There is nothing automatic about the trait passing on, no. It needs to be a specific ability, like how Sanctified Champions apply their Sanctification to their Strikes.
| GideonKnight |
Thank you for raising these crucial questions. I agree that official clarification is necessary.
Presently, in the Foundry VTT PF2e system ...
~~~
* Holy/Unholy Weakness is applied one time per damage "instance" (regardless of the number of damage types).
whereas...
* Holy/Unholy Resistance is applied one time per damage "type"
~~~
I raised this concern in Discord, but the Foundry VTT PF2e system development team remains hesitant to make changes until Paizo officially clarifies the matter.
~~~
My recommendation would be to explicitly call out that resistances and weaknesses can be triggered in various ways. "Kinds" of resistance include:
* damage "types" (e.g. fire, acid)
* damage "categories" (e.g. mental, physical)
* "traits" (e.g. water, holy), and
* "materials" (e.g. silver, cold-iron).
~~~
The Weakness Rule specifies...
~~~
"If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually only happens when a creature is weak to both a type of damage and a material or trait." (Player Core pg. 408)
~~~
This leads one to believe that Weakness to a Trait (like Holy) is calculated only once per instance, regardless of how many damage types carry that Trait.
~~~
The Resistance Rule specifies...
~~~
"If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value, as described in weakness." (Player Core pg. 408)
~~~
This leads one to believe there is Resistance parity with the Weakness rule. Demanding the reader come to their own transitive conclusion might be asking a lot.
~~~
For example, I interpret "resistance type" to mean "resistance kind" (e.g. trait, damage type, category, material) but others might conclude "resistance type" means "damage type".
~~~
To further complicate matters, Resistance also specifies...
~~~
"It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."
~~~
To me, that whole section is specific to Resistance to All, but others might conflate the wording in that section with Resistance to Traits (like Holy)
~~~
Point is,...
...please help clarify the rules surrounding Weaknesses AND Resistances
~~~~
If what I believe is true, help folks understand that ...
...an effect with a Trait (e.g. water, holy) triggers a corresponding Weakness to said Trait once per instance
...an effect with a Damage Type (e.g. fire, acid) triggers a corresponding Weakness to said Damage Type once per instance
...an effect with a Damage Category (e.g. physical, mental) triggers a corresponding Weakness to said Damage Category once per instance
...an effect with a Material (e.g. cold-iron, silver) triggers a corresponding Weakness to said Material once per instance
~~~
Likewise...
~~~~
If what I believe is true, help folks understand that ...
...an effect with a Trait (e.g. water, holy) triggers a corresponding Resistance to said Trait once per instance
...an effect with a Damage Type (e.g. fire, acid) triggers a corresponding Resistance to said Damage Type once per instance
...an effect with a Damage Category (e.g. physical, mental) triggers a corresponding Resistance to said Damage Category once per instance
...an effect with a Material (e.g. cold-iron, silver) triggers a corresponding Resistance to said Material once per instance
~~~
Below is an example that demonstrates just how much of a difference these various RAI make...
~~~
Imagine a Daemon with the following attack:
* Jaws (unholy): Damage 1d8+12 piercing + 1d6 cold + 1d4 poison;
Rolls 15 piercing + 5 cold + 5 poison damage (25 total damage before applying Weakness or Resistance)
~~~
WEAKNESS Scenario #1:
The Weakness only triggers/procs once per instance (1x total)
* A target with Weakness Unholy 2 would take 27 pts of damage.
~~~
WEAKNESS Scenario #2:
The Weakness triggers/procs once per damage type (3x total)
* A target with Weakness Unholy 2 would take 31 pts of damage.
~~~
RESISTANCE Scenario #1:
The Resistance only triggers/procs once per instance (1x total)
* A target with Resistance Unholy 2 would take 23 pts of damage.
~~~
RESISTANCE Scenario #2:
The Resistance triggers/procs once per damage type (3x total)
* A target with Resistance Unholy 2 would take 19 pts of damage.
~~~
As you can see, this can have significant impact on the outcome of an encounter depending on the rule.
It looks like Foundry VTT PF2e presently has a mixed approach. They went with WEAKNESS Scenario #1 + RESISTANCE Scenario #2
~~~
I would imagine, regardless of how you clarify the rules, there ought to be consistency - i.e. both are Scenario #1 or both are Scenario #2
This is of particular interest to me due to Remaster changes to an Adventure Path I'm running where a "Polished Demon Horn" is discovered by the party in a demon-ridden land (Sarkoris).
Thank you for your review!
-GK (Bill)
| GideonKnight |
It used to be that Good damage was it's own "damage type" (same as evil)
Holy, however, is not a "damage type" but is instead a "trait"
The water "trait" isn't a damage type. It triggers a "water" weakness, however. So upon discovering the "Polished Demon Horn" spellheart was remastered to grant Resistance 2 to Unholy when affixed to armor, I thought it had a very niche use.
I thought the only time something takes Holy or Unholy damage is when their target has a weakness to it.
So I thought the only time "Polished Demon Horn" would be useful is if/when something had a weakness to unholy, they could gain a "resistance" as well. Or... maybe it might have use against a sanctified holy cleric/champion who might be targeted by a spell like "Chilling Darknesss" that states "If the target has the holy trait, you deal an extra 5d6 spirit damage."
My understanding is that special materials like cold-iron and silver, get put into the same Damage Type bucket as "Physical" damage when determining weaknesses & resistances.
I thought holy and unholy would be put into the same bucket as spirit damage.
BUT... then I came across this:
---
Lacridaemon Speed 25 feet, fly 40 feet; resistance 10 to cold; Melee [one-action] jaws (magical, unholy), Damage 1d8+12 piercing plus 1d6 cold and 1d4 poison; Melee [one-action] claw (agile, magical, unholy), Damage 1d6+12 slashing plus 1d6 cold.
---
it's jaws don't do spirit damage. they do physical damage + cold + poison.
So,...into which bucket does the "unholy" go?
unholy piercing? unholy cold? unholy poison? none? all?
Foundry VTT PF2e system developers determined.... all three.
unholy piercing + unholy cold + unholy poison - so resistance can get proc'ed 3x, yet weaknesses only get proc'ed once? that doesn't make sense.
In looking back at my post, I realize I was kinda proposing "none" - or rather only those that have unholy weakness can benefit from unholy resistance
..
maybe paizo will rule just a few like ... physical &/or spirit?
or maybe any? but I have a hard time accepting "all"
I mean I guess I can see a creature doing unholy electric damage or unholy bludgeoning damage or ... unholy sonic? unholy bleed? unholy precision? c'mon.. it gets a little ridiculous.
---
Point is.. it's gotta be cleaned up. Help us Obi-Paizo-Kenobi. You're our only hope!
| Trip.H |
| 1 person marked this as a favorite. |
We had it confirmed all the way back in the PF2 playtest that "Definition A" is not correct. And those specific rules didn't change in the release.
...
And we had folk even back at that time politely tell Mark that the rules do NOT match with his explained procedure, and that, at minimum, there is a missing instruction or two. You literally cannot follow the RaW to get to his method without extra rules on what does get chunked into the same "instance" bucket, and what is put into a separate instance of damage.
________________
This issue of "A was right all along" is further unavoidable when it comes to Alchemist bombs.
After the remaster, Bomber is able to freely select energy type and include metal flakes for targeting weaknesses.
This is a single bomb throw, no runes. This is rather unavoidably all "one instance" of damage, and therefore only the highest weakness should trigger, not both a metal and energy.
Except, if we actually avoid double-think / hypocrisy, it's not so simple. The flaming silver longsword example pretends that the rune's fire being bonus damage is why it's a separate instance from the Strike it's directly empowering.
For that to truly be a "separate instance," then all bonus damage has to be a separate instance.
Meaning, the Alch feat for Expanded Splash, which explicitly adds bonus status damage to the splash, would now trigger weakness independent of the rest of the bomb; it's bonus damage, same qualification as a rune. But we all know that's arbitrary b+$~~@%+, and that bonus damage to a Strike is definitionally adding damage into that Strike's "instance" of damage.
________________
The "different instance, so double pop weakness" elemental rune was never legit, even back then. Devs can misspeak, or houserule their own way.
Folks just shut down their brains upon hearing a word of dev response, and didn't question it enough at the time.
I'm happy to see that the community is coming around these days.
(And no, Foundry is not an excuse. It'll allow double weakness/resistances to proc even with that single bomb example.)
| ElementalofCuteness |
Wait so resistence is applying multiple times in the image? I am confused because as far as I know weakness 5 unholy with a 2 on the 1d6 spirit damage becomes 2 unholy damage which you add 5 weakness is now 7 but the resistance 5 unholy in the example should be only -2 not -11... That would make resistance grossly overpowered, meaning the 17 should be 15 damage not only 6...Since only the Spirit Damage becomes Unholy, right?
Where is this rule for sanctified Spirit Damage becoming Holy/Unholy?
| NorrKnekten |
Several of the main developers have outright told us that Definition B is correct.
And we do have a rule for how holy/unholy/water interacts with weaknesses respective resistances.
If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it.
"Resistance can specify combinations of damage types or other traits."
From Quote 1, Which was part of an older Errata, Weakness to traits does not get added to an instance, they become their own instance. Water could essentially trigger both blunt weakness and water weakness.
From Quote 2, Which we have also had older posts from the designers, Resistance to a non-damage trait essentially behaves like all res.
That was the old understanding around the beginning of remaster. and playercore did introduce a bit of confusion by adding "traits" to the part about physical/material/traits.
But the gist is that for weakness the non-damage traits goes into their own bucket, So you cannot combine water/holy or Salt/Water I believe was an actual example that came up, just as you cannot combine cold iron/Physical.
For resistances, Atleast how the foundry team interpret this, this is applied as a "combination of damages or trait" Since most of the time the entire strike/spell is holy and not just its damage.
We know being able to proc multiple weaknesses at once is intended as part of the game from developers, especially as we got a class whose main feature was changed to become a choice incase you already were able to trigger the weakness
Additionally, while a high majority of players really liked the playtest benefit from Esoteric Antithesis, there were some good ideas about how to open up to allow a variety of benefits to allow for more playstyles. So, we’re looking at offering multiple benefits a thaumaturge can pick from when you successfully forge a connection. This separates out the benefit where you apply a creature’s highest weakness and the benefit where you create a new weakness as two options, to handle the feedback people gave about situations where they were already applying a creature’s highest weakness due to preparation for the encounter
| NorrKnekten |
Wait so resistence is applying multiple times in the image? I am confused because as far as I know weakness 5 unholy with a 2 on the 1d6 spirit damage becomes 2 unholy damage which you add 5 weakness is now 7 but the resistance 5 unholy in the example should be only -2 not -11... That would make resistance grossly overpowered, meaning the 17 should be 15 damage not only 6...Since only the Spirit Damage becomes Unholy, right?
Where is this rule for sanctified Spirit Damage becoming Holy/Unholy?
Right in the sanctified trait and its related sidebar, its not the damage that gains the trait.. its the action dealing the damage that gets the trait. Just as a Sanctified Champions Strikes are holy/unholy despite not dealing spirit damage.
If you are holy or unholy, your sanctified actions and spells gain the same trait.
Sanctification
Some deities sanctify their clerics and similarly devoted followers. This gives the follower the holy or unholy trait. The holy trait indicates a powerful devotion to altruism, helping others, and battling against unholy forces like fiends and undead. The unholy trait, in turn, shows devotion to victimizing others, inflicting harm, and battling celestial powers. Deities that list “must choose” mandate gaining the trait and those that list “can choose” give the devotee the option to choose the trait or not. You can have the holy trait, unholy trait, or neither, but can never have both the holy and unholy traits.Spells and other effects can also have these traits, making them more powerful against creatures with the opposite trait. Some spells and abilities have the sanctified trait. If you have the holy or unholy trait, when you use a sanctified ability you add your holy or unholy trait to it.
| Trip.H |
Dude, you are inventing a rule out of thin air.
There is no rule that says to "instance silo" certain kinds of weakness from any other. There is no text saying that non-damage weaknesses are put into a different instance. It just says that contact procs those kinds of weakness. That's it. It's required instruction, because otherwise those weaknesses would have no way to activate, as "water damage" does not exist.
The only time the text discusses a specific kind of weakness to treat differently is resist/weakness all, which does mean you apply the resist/weakness to each type separately.
Water could essentially trigger both blunt weakness and water weakness.
You are doing so many backflips to justify the old word of dev that you are directly contradicting the text's instruction.
If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value.
Most of the time, non-energy type contact weaknesses are still triggered via attacks or damaging effects. Such as a water blast spell triggering both weakness to cold & water at the same time.
In that circumstance, both do activate, but you still hit the "only the highest" rule, and you do NOT double up on weakness damage. Those sentences are directly next to each other, ffs.
The rules make no exception for contact weaknesses, so none exists.
| Squiggit |
HammerJack wrote:We had it confirmed all the way back in the PF2 playtest that "Definition A" is not correct. And those specific rules didn't change in the release.
...
And we had folk even back at that time politely tell Mark that the rules do NOT match with his explained procedure, and that, at minimum, there is a missing instruction or two. You literally cannot follow the RaW to get to his method without extra rules on what does get chunked into the same "instance" bucket, and what is put into a separate instance of damage.
________________
This issue of "A was right all along" is further unavoidable when it comes to Alchemist bombs.
After the remaster, Bomber is able to freely select energy type and include metal flakes for targeting weaknesses.This is a single bomb throw, no runes. This is rather unavoidably all "one instance" of damage, and therefore only the highest weakness should trigger, not both a metal and energy.
Except, if we actually avoid double-think / hypocrisy, it's not so simple. The flaming silver longsword example pretends that the rune's fire being bonus damage is why it's a separate instance from the Strike it's directly empowering.
For that to truly be a "separate instance," then all bonus damage has to be a separate instance.Meaning, the Alch feat for Expanded Splash, which explicitly adds bonus status damage to the splash, would now trigger weakness independent of the rest of the bomb; it's bonus damage, same qualification as a rune. But we all know that's arbitrary b!&~@#&*, and that bonus damage to a Strike is definitionally adding damage into that Strike's "instance" of damage.
________________
The "different instance, so double pop weakness" elemental rune was never legit, even back then. Devs can misspeak, or houserule their own way.
Folks just shut down their brains upon hearing a word of dev response, and didn't question it...
Almost none of this is correct
| NorrKnekten |
| 1 person marked this as a favorite. |
We have had this song and dance before Trip. It all depends on what an "instance of damage" is and it certainly isn't just me that interpret the rules this way, if "instance of damage" is all damage in a single hit, then you are absolutely correct, If "instance of damage" is each damage type. Then your argument does not hold because it does not contradict the text.
The rules make no attempt in trying to clear it up and infact this last year alone has made it worse seeing hexwise banner used Force Barrage as the example for a spell that deals multiple instances of damage, and SF2e claiming that both the hit and persistant damage is "one instance", Making it seem like not even the writers know what the heck this is supposed to be.
So ofcourse people are going to be trusting the word of designers who were very vocal and engaged within these kinds of discussions in the past as part of the initial playtests. Especially when these also happen to be the main people behind the core rulebook.
| NorrKnekten |
| 1 person marked this as a favorite. |
I am still confused by this thread. So, does resistance still apply multiple times somehow?
For what its worth, There is a quote floating around by one on the foundry team that they too haven't recieved any clarification on what an instance of damage is. So they operate on guesswork and clarifications from way back in this case, If anything they might update how it works if it is explained differently in starfinder.
Their interpretation is that groups of resistances are supposed to be handled like resist-all for those specific resistances, Think Resist Physical its would its value from Slash,Pierce and blunt because those are all separate 'instances' from what we have been told in the past..starting in like 2018 and then only touched infrequently or indirectly after release, similar to the issues with how shieldblock is written.
The same goes for their interpretation when it comes to resistance against traits. If you are resistant to a trait that is not a damage type then you effectively have resist-all when affected by anything that carries that trait...I personally dont think its 100% correct with some of the changes around player core
| Trip.H |
I am still confused by this thread. So, does resistance still apply multiple times somehow?
Foundry does stack them by default.
In an AP, the party got ambushed by a mob of foes that dealt hybrid piercing and cold damage.
Everyone else but me had, and activated, their flight during that opening turn.
I instead drank something for phys resist, and already had a cold resist charm on.
It was absurd. I was literally surrounded, with a 9nth foe unable to get into melee with me because it did not have reach. I got grabbed, tripped, and bit many, many times.
They could not properly damage me, and would barely break through the numbing tonic each turn.
Stacking resistances is very easy for players to do, and it really should never be allowed. It genuinely does break the game's math.
Especially considering pf2 has items that grant "resistance to attacks by demons" which would be completely dumb if allowed to stack.
| ElementalofCuteness |
I still think resistance triggering more then once depending on source is the "Too Good To Be True" because I feel like this should be the same at weaknesses. If you got weakness 10 fire and weakness 5 slashing and you do 1d8 Slashing and 1d6 Fire you should trigger both weaknesses but if the creature has resistance 10 slashing and resistance 5 Fire and you deal 1d8 slashing + 1d6 Fire you have a chance, a very large chance to deal 0 damage which feels wrong to me but eh.
| Finoan |
| 2 people marked this as a favorite. |
And the biggest problem is that different people won't even agree on what the intended result is in some cases.
Take the example of a Magus with a shortsword who casts Runic Impression to get a Flaming rune on it, drinks an Energy Mutagen (fire), and casts Flame Wisp - then makes a successful attack with that weapon.
So we have:
slashing damage from the sword itself.
Fire damage with the magical trait from the Flaming rune.
Fire damage without the magical trait from the alchemical mutagen.
Fire damage with the magical trait from the Flame Wisp spell effect.
(Mechanically, Flame Wisp just adds bonus fire damage to a Strike with the affected weapon. But because of its narrative description, many people consider it to be a separate effect instead of bonus damage attached to the Strike. Even though Flame Wisp has no separate attack roll or save.)
How much of that should be the same instance of damage?
* All of it is one instance of damage?
* Two instances of damage: one instance of slashing damage and one instance of fire damage?
* Two instances of damage: one instance of slashing and fire damage from the sword, rune, and mutagen, but the Flame Wisp is a separate instance of damage because of its narrative description?
* Three instances of damage: one instance of slashing damage, one instance of magical fire damage, and one instance of non-magical fire damage?
* Three instances of damage: one instance of slashing damage, one instance of fire damage from the rune and mutagen combined, and the Flame Wisp is a separate instance of damage because of its description?
* Four instances of damage: all of those are separate?
At this point I am not even asking about what the rules actually say about it (or what game developers have previously said about it unofficially). Because I am well aware that the game rules don't specify any one of those ruling options as being more correct than the others.
What is interesting is how each of those rulings interacts with other rules regarding resistances and weaknesses.
If all of the damage is one instance of damage, then that is a good ruling for a creature with multiple weaknesses - only one of the weaknesses would be triggered. It would similarly be good for an attacker if the target has multiple resistances (but not resist all) because only one of the resistances would take effect.
If each damage type is a separate instance of damage, then that is also good for the target with a fire weakness since only one instance of fire damage is present to trigger weakness with. If it is ruled that those fire damage entries are separate instances, then the same attack will trigger a fire weakness multiple times. And the opposite for a creature with fire resistance - they want the ruling that each of those fire damage line items is a separate instance of damage because then their fire resistance would apply to all of them separately.
| Trip.H |
Bonus damage adds damage into an existing effect/hit. Very clearly adding damage into the same instance. Great for triggering a weakness at all, but does not allow for multi-popping of weaknesses.
Flame Wisp specifies that a wisp follows after the attack to then impact the target. Its damage was set rather low because it's designed around being a separate instance, and would enable one to double up on a fire weakness.
Flame Wisp is not adding damage onto an existing attack, the spell watches and reacts to hits to then send a wisp that does its own damage. There's really not a way to argue this is bonus damage to the Strike. The spell is designed so that when the hit lands, the wisp is still idling, and only once the hit is completed does the wisp begin to fly.
________________
The line in the sand to look for is if some effect is adding damage onto another existing attack/hit/spell/etc, or if it's generating it's own impact.
Spells like Flame Wisp, where delayed damage is triggered by a Strike, are honestly pretty dang rare.
Instant Minefield may be another point to reference. The spell does split damage, so not allowed to pop both a fire & pierce weakness via a single mine.
But because the mines each create an independent boom triggered by movement, each mine will invoke it's own weakness pop.
If a Large+ creature steps on two at once, it's always up to the GM, but I think it would be fair to let each mine trigger its own weakness despite being chronologically triggered at the same time.
| Bluemagetim |
I would consider if multiple weakness are present and a strike has the damage types for more than one, what is the effect on gameplay. Do monsters with multiple weakness have stats and abilities to compensate for interpretation B playing out? If not then maybe interpretation A was intended.
If there is no pattern in how monsters with multiple weaknesses are build then maybe it wasnt planned out the same or properly coordinated by the designers.
| NorrKnekten |
I would consider if multiple weakness are present and a strike has the damage types for more than one, what is the effect on gameplay. Do monsters with multiple weakness have stats and abilities to compensate for interpretation B playing out? If not then maybe interpretation A was intended.
If there is no pattern in how monsters with multiple weaknesses are build then maybe it wasnt planned out the same or properly coordinated by the designers.
Usually, creatures with resistances/weaknesses have adjustments to their health or other factors yeah. Its pretty much the only guideline we have when it comes to resistances/weaknesses. With broad weaknesses or multiple weaknesses either having lower values for its level or adding more HP. In other cases additional weaknesses come bundled in with defensive passives like Fiends being weak to holy and instead having +1 to all saves against magic if they do not gain other abilities from their specific creature trait.
I think this is particularly prevalent within Demons as those basically have considerably more hp for their level and template. And this is also mentioned in "Trait abilities" for demons.If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths makes it resistant to cold. You'll typically use the lower end of the value on the Resistances and Weaknesses table for a broad resistance that applies to a wide range of effects, like “physical 5 (except silver)” and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.
Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.
The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as “physical 5 (except silver).” If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly
Demon
Traits fiend, unholy
Languages Chthonian, telepathy (usually 100 feet)
HP typically high to account for their multiple weaknesses
Weaknesses cold iron
Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.
Divine Innate Spells usually 5th-rank translocate and at-will 4th-rank translocate
Rituals usually demonic pact (Monster Core)
Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others.
Contrast this to Devils who basically normalstatted as if their weakness,resistances and exception to that resistance is supposed to negate eachother.
| ElementalofCuteness |
I stil think Resistance All is still "To Good To Be True" when it comes to applying multiple times no matter how you look at it possibly. It feels like the Weakness/Resistance rules do not work evenly in both directions which I think feels wrong from a balance point of view. Why can my Resistance 5 (Expect Force) apply to my Flaming Thundering Short-sword three times but If the monster had Weakness 10 sonic, Weakness 5 Fire and Weakness 5 Slashing, it only takes the 10 sonic weakness? How is this even or fair?
| Tridus |
I stil think Resistance All is still "To Good To Be True" when it comes to applying multiple times no matter how you look at it possibly.
Resist All is the one case that is explicitly defined in the rules. It's not "too good to be true": it's flat out the rule that it applies to every type of damage you take.
It feels like the Weakness/Resistance rules do not work evenly in both directions which I think feels wrong from a balance point of view. Why can my Resistance 5 (Expect Force) apply to my Flaming Thundering Short-sword three times but If the monster had Weakness 10 sonic, Weakness 5 Fire and Weakness 5 Slashing, it only takes the 10 sonic weakness? How is this even or fair?
I mean, maybe it should? The whole problem is that this stuff isn't well defined and no one really knows how it should work when you apply multiple resists (except resist all) or multiple weaknesses. (fun fact: we also don't know for sure what weakness all does, either.)
If we had a FAQ list, "instances of damage and how resistences/weaknesses work with it" would be the #1 question since 2020.
I think it should work the same way because consistency is good in rules. It's easier to understand if they do the same thing and follow the same rules. So how I think it should work:
- If something is resistant to fire and slashing, both resists apply.
- If something is weak to both fire and slashing, both weaknesses apply.
- If you have a trait like Holy being applied, apply that resist/weakness only once to the entire attack (because the outcomes become absurd if you apply Holy weakness four times when someone uses a flaming corrosive shock weapon).
That's consistent with how resist all works and keeps the two functioning roughly the same way. Is it RAW? I have no idea, lol. But it works and players can understand what the outcome is going to be, so that's good enough for me.
IIRC, that's pretty close to what Foundry is doing. "Foundry does it" also doesn't mean it's RAW, but it does mean any table using Foundry with IWR on is getting that implementation, so it's something of a defacto community standard and if you "do what Foundry does", you'll at least get a consistent outcome with a lot of other tables.
Since Paizo is allergic to explaining things, that's kind of the best we have.
SgtBalanced wrote:Rule concern 1) Please define the phrase "instance of damage."Bwahahaha! Best of luck with that. I've been asking for that for literally years.
I think they painted themselves into a corner on it. There isn't a consistent definition that can possibly be created that will work 'as intended' in all cases.
Yeah it's absurd that they have left this in this state for so long. I think it's a victim of their unwillingness to do anything except issue official errata.
One of the few things PF1 did better than PF2 is that PF1 had a big FAQ that was willing to explain things and give examples without it having to get into a book as errata. That is what this problem needs: concrete examples where Paizo takes a couple of complex scenarios and tells us what the expected outcome is.
I don't know why they refuse to sort stuff like this out, but it's really unhealthy for the game that six years later we still don't actually know how a core mechanic works, let alone that they've abdicated sorting it out to the Foundry team.
| NorrKnekten |
"To Good To be True" generally only applies to ambigious rules, And Resist All is basically the only part that has absolutely zero ambiguity.
This is also exactly how it works for any other combination of resistances or groups of resistances and even how Weaknesses work according to what was communicated to us back during playtests.
As Tridus says, The examples we were given back and even during the Thaumaturge Playtest was that weakness and resistances function exactly identical to eachother. If you have weakness to three things and take those three things, you trigger each weakness unless each weakness would be keyed to the same damage type. Same for resistances, Resist physical functions identical to having resistance against each individual damage type, and when hit by a purely physical attack it acts as resist all.
Fantasy Grounds does the same as foundry and from what I remember they quote both Logan and Mark as to why it is like this. Foundry also uses the exact same examples for their implementation. The issue with foundry as I stated earlier, is that their implementation treat Traits as "Resist all damage from effects with this trait" but when interacting with weakness they trigger typeless damage once and this does not stack with other non-damaging traits.
They might change it in response to Starfinder errata or now that Player Core has gotten a change to mention traits or materials
If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually only happens when a creature is weak to both a type of damage and a material or trait,Considering that Foundry's response from weakness to traits such as holy/unholy and material weaknesses triggering together is
Quote:If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it.The "holy" trait is something that doesn't normally deals damage, and--unlike the material--it isn't associated with a particular instance of damage.
Which also is why when we get into fringe or very unlikely scenarios.. well.. This mess, The behavior was reported wearly 2 years ago and closed rather quickly with the tag "wontfix"
I am very much on the same page as Tridus there in that Traits should apply once for resistances and weaknesses alike and not be this uneven interaction.| Bluemagetim |
I think the whole thing makes more sense if immunities are instance of damage agnostic, by which I mean they apply to damage types not instances of damage and
An instance of damage is the total damage calculated at the end of step 2 that will go into step 3.
With immunities being applied first based on type not concerned with instances.
After what is left from the instance of damage from step 2 is checked for types determined in step 2.
If were following this logic and using the rules on applying multiple weaknesses on pc core page 408 then everything left from step 2 gets increased as a whole by only the highest value of weakness triggered by types and then the highest value resistance triggered by types.
Whats left goes to step 4.
Immunities feel like the odd factor here since they care about the type of damage not the instance of damage as I have assumed in my example.
In which case maybe immunities should have been set up to apply either as its own step or applied as part of step 2