Member
Join Date: Feb 2007
Posts: 43
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Hmmm... looks like my proposed subject/topic Flurry of Blows was ignored since I replied to Small Monks... that and the amulet should be Amulet of Mighty Fists. Hopefully this doesn't obfuscate then main concern with Flurry of Blows.
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#11 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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chogenkiboy wrote:
> > > Hi, > > I read through the topic titled Small Monks, and I think you've done an > admirable job handling Flurry of Blows, Monk's Belt, and Amulet of Might > Fists. > > I did notice one thing when I included the feat Weapon Finesse in Hero > Lab 2.0, however. In my case, the character had a better Dexterity bonus > than Strength bonus. The Unarmed Strike block correctly incorporated the > better to hit bonus from the character's Dexterity bonus instead of the > character's Strength bonus, but Flurry of Blows only seemed to apply the > Strength bonus. > > In other words if a character has Weapon Finesse, and the character's > Dexterity modifier is better than the character's Strength modifier, the > Flurry of Blows block should incorporate the Dexterity modifier instead > of the Strength modifier. Good point! I've fixed this, so it'll be included in the next release. Thanks! -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#12 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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Quote:
1. Check if that weapon is a monk weapon, ignore steps 2 through 4. 2. Check if a weapon is equipped, if not ignore steps 3 & 4. 3. Check that more than one weapon is not equipped, and if so, ignore step 4. 4. Adjust flurry attack based on the weapon that is equipped. I'm implementing this in my flurry of blows, but thought it might be nice to implement this in the files (so weapon focus and other bonuses will apply as necessary). UPDATE: And I've got this working perfectly now. Last edited by Kendall-DM; April 24th, 2012 at 12:44 PM. |
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#13 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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But this runs into the problem of what is "Best", doesn't it? This is necessarily subjective and I am not sure it is a call we should make for the player. If the monk has equipped a two handed monk weapon with a higher damage than her unarmed strike, but has weapon focus in Unarmed strike she may have a higher attack bonus with one and damage bonus with the other. Which is best? That depends on whether you'd prefer to hit more often or harder.
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#14 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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Quote:
I do still forsee a problem with bonuses (it might get both the one on flurry and the one from whatever it is copying the attack bonus from). I'll get that sorted out next, but feel that this is a good solution to the problem. UPDATE: Actually this works fine, since all the changes occur after the attack values are created. It is only carrying the bonuses over for the chosen weapon, which is what is intended. Sometimes timing issues can work IN your favor! Last edited by Kendall-DM; April 24th, 2012 at 01:44 PM. |
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#15 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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Here is what I did, maybe that will show what I mean clearer. I just added this code to flurry of blows and left the rest alone.
Final Phase/10005 Code:
~ If we're wearing armor or shield, we're disabled. if (hero.tagis[Hero.EquipArmor] + hero.tagis[Hero.EquipShld] > 0) then var result as number result = assign[Helper.SpcDisable] endif ~ Get the bonus based on our level. var bonus as number var level as number level = field[xTotalLev].value if (level < 5) then bonus = -2 elseif (level < 9) then bonus = -1 else bonus = 0 endif ~ Apply the bonus to our flurry of blows weapon based on equipped ~ monk weapon. foreach pick in hero from BaseWep where "!thingid.wQtrstaff" doneif (each.tagis[Hero.OffHand] <> 0) nexteach foreach pick in hero from BaseWep where "wGroup.cHelpMnk" if (each.tagis[Hero.MainHand] <> 0) then container.child[wFlurry].field[wAttack].value = each.field[wAttack].value + bonus endif nexteach |
#16 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Ah, well nicely done then.
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#17 |
Member
Join Date: Feb 2012
Posts: 45
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As of July 8, 2013, Herolab still shows a halfling monk, 20th level, with no feats or anything selected, doing 4d4-1... seems like it should be 2d8 at least
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#18 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I am unable to reproduce this. I created a 20th level halfling monk and am seeing 2d8-1 damage. I even removed all .user files to make sure it wasn't something fixed in the community set, but I'm still seeing 2d8. Can you tell me if there's anything else going on with your character?
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#19 |
Senior Member
Join Date: Apr 2013
Location: Poughkeepsie, NY
Posts: 102
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I'm having a similar problem with large monks. More specifically, I was implimenting a version of Powerful Build that upped unarmed damage. So I tossed in a .assign[Helper.DamageUp] somewhere in there. This seemed to work okay. Until you get to Monk level 16. Here Medium damage is 2d8 (Large 3d8 by DMG page 29). However, Hero Lab gives 2d10...
There is further problems here. Take a Medium creature with 16 levels in Monk. Use adjustments to do Spell: Enlarge person, Size Category, or Weapon Size: Unarmed. The first two do NOTHING to the unarmed damage while the third goes from 2d8 to 2d10. |
#20 |
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