Hellfire misworking

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*IceThorn
Posts: 16
Joined: Thu Jan 01, 1970 12:00 am

Posted by *IceThorn »


There's a miswork with hellfire blast.
I've a 6D6 hellfire blast and 5D6 eldritch blast.
Activating hellfire blast the damage dealt is not
5D6 eldritch blast damage type ( element depends by which one used ) + 6D6 Divine damage
It's calculated as an 11D6 Eldritch blast.
That have advantages and disadvantages but it's not like it used to be.
May it be fixed?
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


I do not know for certain, but I believe this to be intentional. Divine damage overcomes all creature resistances. You'll also notice that Sigil does not have crafting of Sonic, Holy, or Unholy weapons for the same reason.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


We have not made alterations to Hellfire Warlock class, so incase there's a bug it's Obsidian bug. Also it's supposed to make magic damage as far as I know, not divine damage, so same as non-modified warlock blast that is. ;)
*IceThorn
Posts: 16
Joined: Thu Jan 01, 1970 12:00 am

Posted by *IceThorn »


Mr_Otyugh,Feb 14 2010 wrote: We have not made alterations to Hellfire Warlock class, so incase there's a bug it's Obsidian bug. Also it's supposed to make magic damage as far as I know, not divine damage, so same as non-modified warlock blast that is. ;)
so it's an obsidian bug...
Some patches ago it worked as it was supposed to do; the hellfire was dealing 2-4-6D6 divine damage hellfire level based... Damage that can't be prevented may be unbalanced in PVP but not it's unbalanced in PVE... try to use a hellfire+brimbstone blast on a treant (vulnerable to fire) or on ice paraelemental. You'll see why it's unbalanced... all damage gets doubled up aprox... I think it's supposed to be divine damage cause of this even in D&D 3.5 manual "Fiendish Codex II" page 119)
I thought it was a server modification due of this... If you've done anything that they've changed it.
regarding holy weapons... the only ways to have them seems to be use the spell "holy sword" or saint water vial on weapon. It deals additional positive energy damage.
Here's a scan of the manual:

That's why it was set to deal divine damage, cause it don't deal fire damage, even not energy damage or other tipe... it's "hellfire damage", no more no less :banghead:
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


I tested these things two years back, and back then the Hellfire Blast took the "element" from the "normal" Warlock blast

Normal = Magic.
Brimstone = Fire.
Vitriolic = Acid.


And from the sounds of things, you've been playing somewhere where the following has been implemented: http://nwvault.ign.com/View.php?view=NW ... tail&id=19
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


It's supposed to be magic damage, not divine damage. Difference effectiveness-wise? None, magic damage cannot be resisted either after all.

Also Holysword deals divine damage as does holywater ;) positive damage you'll get from healing spells, which for living means healing and for undead damage.

I know I'm nitpicking, but still. ;)
*IceThorn
Posts: 16
Joined: Thu Jan 01, 1970 12:00 am

Posted by *IceThorn »


Lost and not Found,Feb 15 2010 wrote: I tested these things two years back, and back then the Hellfire Blast took the "element" from the "normal" Warlock blast

Normal = Magic.
Brimstone = Fire.
Vitriolic = Acid.


And from the sounds of things, you've been playing somewhere where the following has been implemented: http://nwvault.ign.com/View.php?view=NW ... tail&id=19
Maybe you're right Lost and Found...
I don't remember exactly where i played the last time the hellfire warlock... :blink:

regarding elements: there are hellrime that deals frost damage and utterdark that deals negative damage too :)
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


In any case I don't see any need to try change this, it's part of obsidian game engine, and not bugged per say... if we were to change everything that wasn't exactly by lore we'd have to change quite alot of things...
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