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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
As far as I know, I am undecided whether or not to cap the non-damage spells. In AD&D, damage effects are capped, but non-damage effects (such as range, duration, etc.) aren't. However, there is a chance in BG2, there will be balance issues if I implement the no-cap part.
Unlike the cheese-50 mod (err... the spell-50 mod), there will be no serious balance issues, where skulltrap does five times as much damage as delayed-blast fireball. -Galactygon EDIT: The question isn't clear enough. Answering a 'yes' means durations, ranges, etc. (except for damage) will be capped at level 40 rather than a lower level (ie. level 20). Answering a 'no' will indicate the cap remains at level 20 for everything. If you feel you chose the wrong poll choice, please indicate. This post has been edited by Galactygon: Aug 11 2004, 08:37 PM -------------------- |
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#2
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
After much delibiration, I have made my decision.
Damage caps will remain the same, unless stated otherwise. Duration caps, however, will change. Here is a summary of those changes. 1.) Spells of levels 1-3 will have a cap of level 10 unless stated otherwise. 2.) Spells of levels 4-6 will have a cap of level 20 unless stated otherwise. 3.) Spells of levels 7-9 will have a cap of level 30 unless stated otherwise. 4.) Spells of level 10 will have a cap of level 40 unless stated otherwise. For some of you, it might seem a little frightening on why you can have such long-lasting effects at extremely high levels, but I am taking measures it is nigh-impossible (for even a solo character) to reach level 25. High level parties by the end of ToB should be at levels 18-22 rather than something above 25. -Galactygon -------------------- |
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