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Pathfinder by Roll20 sheet - Buff issues.

Hey, I'm not real versed in this kind of stuff, but I've found a lot of great help and resources around here to help myself and my players put together some really neat buffs and modifiers on some pretty complicated characters. We've recently run into a problem though. Melee Attacks Damage Mod.: melee_damage_bonus (melee damage) Ranged Attacks Damage Mod.: ranged_damage_bonus (ranged damage These modifires won't apply to any buffs. Even buffs we've found listed by other creators, such as Arcane Strike-- +[[floor(@{caster1_level}/5)+1]] arcane to melee damage, +[[floor(@{caster1_level}/5)+1]] arcane to ranged damage Found here: <a href="https://app.roll20.net/forum/post/8121362/pathfinder-common-custom-buffs" rel="nofollow">https://app.roll20.net/forum/post/8121362/pathfinder-common-custom-buffs</a> posted by Kraynic as soon as Melee or Ranged are added into the equation, it stops functioning. Only Global damage buffs are allowing modification? Has there been some kind of change to how this stuff works? These modifiers are still listed on the wiki. We are all kind of confused and hoping someone could show us what's going on?
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Edited 1646101924
Kraynic
Pro
Sheet Author
I'm not sure what to tell you.&nbsp; It works fine on a bard character I have.&nbsp; I have all other damage related buffs turned off, so the +2 visible on the bow damage is from that.&nbsp; There is a rapier farther down the sheet that received the bonus also.
Hmmm... Could it have to do with how the weapons are set up maybe? We tried fiddling around with the type and stuff but it just won't pop up. It basically removes the usefulness of it. Cause it's actually a magus character trying to utilize the arcane strike thing, so when he spell strikes, the damage buff is applying to his extra elemental damage and his spell damage on top of the weapon/melee damage, so he's getting like +6 instead of +2 since it can't differenciate between the different types.
1646152457
Kraynic
Pro
Sheet Author
No, it isn't going to differentiate. It will add that to all damage rolls that are melee or ranged related.&nbsp; There are a couple ways to deal with this, and which you want to do will depend on how often you are running into resistances. The first is to add the elemental damage into the damage field.&nbsp; If you had a weapon that dealt 1d6 damage and had the normal flaming enchantment, the damage field would look like: 1d6+1d6[Fire] .&nbsp; Then when you mouse over the damage, it would have that fire label in the formula and you could see which value in the calculation is the fire damage.&nbsp; Since it is all in the one damage calculation, the damage buff will only apply once.&nbsp; This has the advantage of having your damage all totaled, but the disadvantage that it will be more difficult to sort out the fire damage if there are resistances in play. The second is to remove the fire damage totally.&nbsp; Put the rolls in the notes or description section, and put however many of them the magus could end up needing. It might look like this: Fire damage = [[1d6]],[[1d6]],[[1d6]] .&nbsp; Take them in the order they are rolled and apply them to any attacks that hit.&nbsp; This has the benefit that the fire damage is by itself and easy to subtract from if there are resistances in play.&nbsp; Of course, you will then have to add the fire back into the weapon damage to get the total damage done for each attack.