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Exploit Vulnerability is defaulting all the weaknesses to Physical, overwriting other weaknesses that should be in play, AND not applying multiple weaknesses. #194

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justjoekingg opened this issue Jan 28, 2025 · 7 comments

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@justjoekingg
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justjoekingg commented Jan 28, 2025

EDIT: I believe this came from a misunderstanding. For the longest time, Foundry has been applying double weaknesses on things it maybe shouldn't be. Making a mundane sword, adding the holy trait to it, making it a cold iron weapon and dealing damage with it triggers both of a Hezrou's weaknesses, 10 to cold iron 10 to holy. I think this made me believe this module wasn't working properly but I see now that the module is, I apologize!

I have a few examples. If I exploit mortal weakness on an Awakened tree, a creature with weakness 5 to axes and weakness 10 to fire here is what happens.

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I will of course choose Mortal Weakness. Now even if I hit this tree with an Axe, here is what appears.

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It's adding 10 physical damage, when it should be adding 10 fire damage and then the extra 5 from the axe.
It does this to all weaknesses that I've tested so far, even holy.

I put a cold iron weapon on my character and exploited weakness against a Hezrou, a creature with weakness 10 cold iron and weakness 10 Holy.
For starters, most of the time it tried to offer me Cold Iron as the mortal weakness. In this case I'd want to pick Holy 10 since I already have a Cold Iron weapon but I do not have that option most of the time. But if I keep spamming the exploit vulnerability eventually Holy 10 will be the option presented to me.

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Once again, even if I choose Holy it's being registered at Physical 10

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Going into the rule elements I've tried changing the tag of physical to the appropriate element but that seemingly breaks things further.

Am I missing something or is this a bug? The only quick work around I've found is for Holy to just put the Holy trait on the weapon temporarily

@justjoekingg justjoekingg changed the title Exploit Vulnerability is defaulting all the weaknesses to Physical, overwriting other weaknesses that should be in play. Exploit Vulnerability is defaulting all the weaknesses to Physical, overwriting other weaknesses that should be in play, AND not applying multiple weaknesses. Jan 28, 2025
@mysurvive
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Mortal weakness does not change the damage type of the weapon strike. Adding the holy trait, or adding fire damage would be incorrect for a number of reasons. There are limitations to the module, but I don't think this is one. This appears to be working correctly. If you can find a rules section in one of the books that contradicts the implementation, I will take a look at it.

@justjoekingg
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justjoekingg commented Jan 30, 2025

Sure Mortal Weakness doesn't change that actual traits your weapon possesses but it does explicitly say

Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change.

If your weapon is already made of cold iron, and the demon has weakness to cold iron and holy, wouldn't Mortal Weakness proc the holy weakness? I dont think the weapon needs to match the trait in order to trigger the weakness right?
Cold Iron is proc'ing off of your weapons slashing damage, and the Holy weakness can trigger off anything else like the fire damage from the Flame rune right?

b/c if it was reversed and your weapon was not made of cold iron but did have the holy trait, using the EV module will add the extra cold iron damage from EV. But it won't proc the Holy weakness in any of the scenarios, specifically in the case you already have cold iron.

Also I promise I'm not being combative just genuinely curious

@mysurvive
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I see, I misunderstood what you were saying. This probably requires a significant rewrite of how the mortal weakness part actually works and needs some consideration. I don't think I had triggering traits in mind when I wrote this part.

@justjoekingg
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Ah okay, no problem! Should I make a new ticket btw for the following- my regalia aura is applying its paragon effect despite us being level 11. We are avoiding being flat footed as if i my regalia was paragon level

@mysurvive
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You probably need to delete the old regalia implement, then do level 0 and back to 11. That was an issue that was resolved already.

@justjoekingg
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justjoekingg commented Feb 1, 2025

Odd. I made a new character and it's still happening, but someone from foundry make an issue in the pf2e system so it might be from their side of things?

foundryvtt/pf2e#18158

@mysurvive
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That makes sense. You can just remove all of the rule elements except the implement-held roll option, then use the module's manage implements functionality to use only the module's rule elements.

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