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Calvertfan
February 28th, 2021, 11:06
Hi

Have a PC adding a Wounding rune to his main weapon and wanted to confirm if the best way to handle this is to add a new effect to his Actions tab for the bleeding persistent element that this brings?
Am I right in thinking it can't be added to the damage being rolled on a hit automatically?

Thanks

Darkrite
February 28th, 2021, 13:38
You can add the persistent bleeding to the weapon. When you do it creates an effect in the chat window that can be dragged onto the target. It does not automatically apply it to the creature. But this way will save you from searching for the button in your actions tab.

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Darkrite
February 28th, 2021, 13:44
This is what it appears like in the chat window. The effects are draggable onto the target. I the way I have it set up is a hit deals 1d6 bleed, and a crit is 1d12. The player applies whichever effect is appropriate at the time.

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Calvertfan
February 28th, 2021, 16:19
Thanks for reply Darkrite, that looks good and we'll give it a go

Trenloe
February 28th, 2021, 21:12
The above info that Darkrite provides is correct - with the addition that if the damage roll has a target, the persistent damage effect will be applied to the target, you won't need to drag it from the chat window.

Shinrei123
March 1st, 2021, 13:24
awesome functionality! thank you for sharing this!

Larsenex
March 2nd, 2021, 00:54
Trenloe,

If it will apply to the target will it calculate a correct die increase on a crit?

Benlyd
March 2nd, 2021, 04:06
The above info that Darkrite provides is correct - with the addition that if the damage roll has a target (or the damage was dropped on a target), the persistent damage effect will be applied to the target, you won't need to drag it from the chat window.
I tried this for the Wounding Longsword one of my players is swinging around. When I add the line in the action tab it works fine, but I can't seem to figure out how to properly write it into the item description, so that it would work immediately for whoever has the weapon.

In "Damage" I just write "1d8/1d6" and for "Damage Type" I tried every way to write out the persistent damage I could come up with. "slashing/persitent bleed" "slashing/PERS: bleed" "slashing/pers bleed" "slashing/bleed pers" "slashing/bleed persistent" and many more, with and without a space between. This always leads to the Damage Type not parsing properly and staying blank for the 1d6.
The damage field in the bestiary just lets you write it out with something like "Damage 1d8 and 1d6 persistent bleed". What do i need to add in the item fields themselves for it to work?

And Larsenix, it does not seem to properly double the persitent damage on crit or select the higher value. We can see in Darkrite's example that it just applies both effects. You would then have to manually remove the wrong one, depending on if it was a Crit or not, by hand.

Is there a reason why Fantasy Grounds does not try to double the persistent damage on crit, even though the extra damage line in the weapon has "Crit x2"?

Benlyd
March 2nd, 2021, 04:24
There is another thing I just realized by playing around with it:
Even if the target is immune to a specific damage type, the persistent damage will still be applied. So a Fire Giant will still roll the flat check and damage roll for persistent fire damage. Is this somehow intentional, for some GMs to trick their players? "Hey, you can clearly see that the monster is still rolling its Flat Check and damage."

If this is not intended, could this be fixed with a quick check for immunities before persistent damage is applied? Immunites: fire, do not apply persistent fire. Or maybe at it's latest before Fantasy Grounds makes the Flat Check and damage roll, just so that my players don't think something is working that actually isn't?

Trenloe
March 2nd, 2021, 08:18
Even if the target is immune to a specific damage type, the persistent damage will still be applied. So a Fire Giant will still roll the flat check and damage roll for persistent fire damage.
The fire giant should automatically have an effect of "IMMUNE: fire" on them in the combat tracker. When the persistent fire damage is applied, this immune effect will trigger and no damage will be applied. I've just tested this and it works fine.


Is this somehow intentional, for some GMs to trick their players?
Not sure why you'd think this.

Trenloe
March 2nd, 2021, 08:21
Trenloe,

If it will apply to the target will it calculate a correct die increase on a crit?
No. it doesn't. It just applies the base persistent damage as an effect.

Trenloe
March 2nd, 2021, 08:23
I tried this for the Wounding Longsword one of my players is swinging around. When I add the line in the action tab it works fine, but I can't seem to figure out how to properly write it into the item description, so that it would work immediately for whoever has the weapon.

In "Damage" I just write "1d8/1d6" and for "Damage Type" I tried every way to write out the persistent damage I could come up with. "slashing/persitent bleed" "slashing/PERS: bleed" "slashing/pers bleed" "slashing/bleed pers" "slashing/bleed persistent" and many more, with and without a space between. This always leads to the Damage Type not parsing properly and staying blank for the 1d6.
The damage field in the bestiary just lets you write it out with something like "Damage 1d8 and 1d6 persistent bleed". What do i need to add in the item fields themselves for it to work?

Damage Type = slashing/persistent, bleed works fine for me.

Benlyd
March 2nd, 2021, 11:58
Thank you for all your responses Trenloe. This is actually where I explained myself badly due to my English proficiency being a bit rusty.

The fire giant should automatically have an effect of "IMMUNE: fire" on them in the combat tracker. When the persistent fire damage is applied, this immune effect will trigger and no damage will be applied. I've just tested this and it works fine.
The fire giant has the effect immune and takes no damage by the roll, as it should. What I meant to say was that the persistent damage effect is still applied, even though it has no possible effect. I meant that it could check before applying or rolling to forgo the whole roll.

Not sure why you'd think this.
And I just thought this, because there are the options to hide or show the GM rolls as well as fudging them/doing a manual entry. I just believed that it might be another option I was missing, to make it appear as if the enemy is still fighting the persitent damage it is not really affected by. Maybe for those parties that never try to figure the enemy out with a recall knowledge check. Hopefully I make a bit more sense now.

Damage Type = slashing/persistent, bleed works fine for me.
And this one is working perfectly. I don't even know why I missed this option while trying the damage type. Was this listed in the Pathfinder 2e Effects Wiki entry and I just overlooked it again? What most likely lead to me missing it is he fact that I misinterpreted how the punctuation mark works. I thought it would denote multiple types of damage for the same damage roll, like "1d8 slashing, magic".

And one last thing: I tried to check the Ruleset Bug Spreadsheet first, but couldn't find it in there. If the attack were to hit a second time in the same round or next round, after the enemy failed the flat check, it will apply the persistent damage effect a second time. Now the enemy will roll the 1d6 and the flat check twice, while applying both instances of the 1d6 damage.
Thanks again for your help and hard work.

Trenloe
March 2nd, 2021, 12:10
And one last thing: I tried to check the Ruleset Bug Spreadsheet first, but couldn't find it in there. If the attack were to hit a second time in the same round or next round, after the enemy failed the flat check, it will apply the persistent damage effect a second time. Now the enemy will roll the 1d6 and the flat check twice, while applying both instances of the 1d6 damage.
Yep, that's the way it currently works. Thanks for reporting. Logged as RS2.118.

hawkwind
March 6th, 2021, 08:23
one thing to watch for when applying persistent damage from weapons is that it doesn't stack but Fantasy Grounds doesn't yet notice this so if you don't keep an eye on it you can easily end up with multiple bleed effects on a PC or NPC