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All posts created by Bob

Bob
Bringslite-Dominion Soldier
My gut is also telling me that poles for standards/flags/maybe lamps probably shouldn't block LoS or have collision at all.

If an object has a collider on it, either to block player/mob movement or to make the object clickable, then we have to jump through a bunch of hoops to exempt that object from LoS. For this initial implementation, we've kept things as simple as possible. We'll work on improvements over time, but as always we have to prioritize that against other work, so simpler adjustments are more likely to be made soon, with trickier adjustments coming later (unless they're really important).
Bob
Iram Thelbane
Where can we find the public spreadsheet?

Public Spreadsheet
Bob
Iram Thelbane
I have read in this post that a T1 +0 arrows have a +20 base damage, and a T3 +0 have a +50 base damage, but what about the T2 +0 arrows?

Those numbers were dramatically changed toward the end of EE 14. I lowered the base damage for each tier of ammo by about 14, then upped all the ammo-using feats to balance that out.

Now, the base damage for T1 is 6, for T2 it's 19, and for T3 it's 33. Each plus gets you an addition 2 base damage, and specific kinds of ammo vary a little bit on the underlying base damage (e.g. Disciple's Anarchic Charge +0 has 9 base damage).

I've now updated the public spreadsheet with the current ammo stats. I'll try to get the rest of the latest numbers in soon.
Bob
Bringslite-Dominion Soldier
I find the same problem that others have found with melee AoE. Many times Whirlwind will not trigger until I can get a lock on something outside the actual cluster. For a 2+ year character, it only adds a lil difficulty.

Are these kinds of issues happening with all kinds of mobs, or do they mostly happen with specific kinds of mobs (humanoids or ogres or wolves or goblins, etc)?
Bob
I've been running some tests on this today and it appears to be happening to characters equipped with an ammo-using weapon that doesn't have an equipped ammo container. The same underlying issue also seems to be causing the paperdoll issues. We're working on a fix, but meanwhile, you should be able to avoid this by either equipping an ammo container or unequipping the ammo-using weapon.

If anyone sees either the paperdoll or training issues on a character who isn't missing an ammo container, please file a support ticket to let us know there may be some other causes.
Bob
I've been running some tests on this today and it appears to be happening to characters equipped with an ammo-using weapon that doesn't have an equipped ammo container. The same underlying issue also seems to be causing some slow updates on the training windows. We're working on a fix, but meanwhile, you should be able to avoid this by either equipping an ammo container or unequipping the ammo-using weapon.

If anyone sees either the paperdoll or training issues on a character who isn't missing an ammo container, please file a support ticket to let us know there may be some other causes.
Bob
ElBeavis007
Wait - there's a friend's list thingamajig????

There's nothing quite like a friends list now, but the current plan is to create social companies as part of EE 16. They'd act much like a friends list, but would make it easier for players with multiple characters/accounts to maintain just one social company, rather than requiring a separate friends list for each character. Along with that, we plan on making it easier to see if characters in your social company are online, connect to them through chat, and to join together as a party.
Bob
Correct, all the Mastery feats now split ability bonuses between Intelligence and Personality. Assuming you had some of those feats, that would explain the change in Intelligence.

However, that wouldn't explain the drop in Power, since we don't check the requirements after a feat is learned. Once learned, always learned. The first thing I'd check there would be whether your support level dropped from 20 to 19. At support level 19, your active rank in Power would be 39 if your trained level is 40. You can check that by hovering over Power in your Feat Window to view the support details. You'd see a supported rank of 38, a trained rank of 40, and an active rank of 39.
Bob
Mistwalker
When you cross hex lines, the restocking message and the hex level message overlap, making the top line not really readable.

Yeah, the overhead message system doesn't handle multi-line messages very well, so they can end up overlapping. I'll file a bug report to make sure we get that fixed.
Bob
Hobson Fiffledown
Can we just get (or do we have already?) a target closest enemy button?

If you don't have anything selected, then Tab should generally select the closest thing (enemies when in combat, enemies plus others when out of combat). If memory serves, you could hit Esc to deselect everything and then hit Tab to select the closest thing. There are some oddities in the system like not selecting guards or mules (enemy or not, in combat or out) with tab, which we'd like to fix when we can, but generally the system works along those lines and Esc followed by Tab might give you what you want.

If you're asking for something like "regardless of what I've currently got selected, select the nearest thing," then that's possible. Likewise, it would be possible to make something like Tab with the limit "whether in combat or not, only select enemies." We could achieve something similar by adding a key that lets you go into combat mode without triggering any attacks, which would change Tab to doing just enemies and could also be useful to avoid any delay on your initial attack for drawing a weapon. A single hotkey for "Nearest Enemy" could still be useful if players are regularly hitting key-combos to achieve the same effect, or if hitting those combos in emergencies was problematic, but otherwise it would probably be best to stick with the combos and reserve hotkeys for other future uses.

If you're asking for a hotkey that's limited to just things within Line of Sight, that's also possible to add (nothing in the current system provides anything like that), but it could mean skipping over an enemy that could easily be brought back within Line of Sight by just moving a bit. Things get trickier the more smarts we add to the system, but sometimes it's worth it and we're definitely open to suggestions.