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pekkae
post Dec 29 2022, 11:17 AM
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QUOTE(critto @ Dec 24 2022, 06:16 AM) *
Half of the Necro late game stuff is excessive and, frankly, unneeded. I was planning to trim it down for a long time.


Well - my 2 cents is that a sorcerer is far superior arcane caster throughout almost all fights through chapters 1-6 when compared to a necro. Even Edwin is miles ahead compared to a necro in the early parts.

To me it makes sense that Necro gets superpowers late game, at least to balance it out.

QUOTE(lroumen @ Dec 24 2022, 08:31 AM) *
I would make some of the items at least usable by the other wizard specialties, but still keep them pure class. I really like that you can go melee as a mage, but being limited to one specialist is a pity.
Thematically the quests are very necromancer oriented.


Yup. Would like to see the necro stuffs usable by other specialist mages as well with the exception of the sorcerer who is extremely potent from early game onwards. Same for the mage stronghold quests, even though they might be a bit of a struggle with Illusionist.

This post has been edited by pekkae: Dec 29 2022, 11:19 AM
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SparrowJacek
post Dec 29 2022, 11:29 AM
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I've been thinking about it for some time and I have a question to you guys. Since sorcerer is so great, what do you think about removing RVE from spells he can get? According to plot RVE is a spell created during Necro stronghold quest, this spell did not exist before that and it doesn't exist if this quest never happened, so to me it makes no sense that Sorcerers can get it, even though in a bit weaker version.

This post has been edited by SparrowJacek: Dec 29 2022, 11:31 AM
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pekkae
post Dec 29 2022, 11:48 AM
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QUOTE(SparrowJacek @ Dec 29 2022, 11:29 AM) *
I've been thinking about it for some time and I have a question to you guys. Since sorcerer is so great, what do you think about removing RVE from spells he can get? According to plot RVE is a spell created during Necro stronghold quest, this spell did not exist before that and it doesn't exist if this quest never happened, so to me it makes no sense that Sorcerers can get it, even though in a bit weaker version.


Well, RvE is certainly an asset for mid-game Sorcerers. Not so much though on higher difficulty levels, as one tends to rely more on other means of protecting the characters instead of regen. And it's quite unreliable.

But making RvE a necro only would swing the power scale quite far in Necro's favor, instead of making Necro less powerful it would gain (a lot) in relative power compared to other arcane spellcasters. And a late-game Necro is ahead of a sorcerer without even accounting for the Necro specific stuffs, so just spellcasting ability. Even though I'm personally more fond of the way sorcerer's cast spells (they have more efficient use of the spell slots), while Necro wins at least for me for the much better variance of available spells.

Lore wise they could perhaps be separate spells, where the lesser version is available to sorcerer's and specialist mages? This would make specialist mages more competitive

Or that's my humble opinion of the matter.

This post has been edited by pekkae: Dec 29 2022, 01:10 PM
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SparrowJacek
post Dec 29 2022, 03:08 PM
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Hmm... isn't (lesser) RVE usable to lower casting speed by -5? That's probably the only broken thing, as both Cernd and arcane casters with -5 become unstoppable killing machines. The gap between -4 and -5 is HUGE.

Also which other options from RVE are so powerful, that they can shake the balance?

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pekkae
post Dec 29 2022, 06:01 PM
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QUOTE(SparrowJacek @ Dec 29 2022, 03:08 PM) *
Hmm... isn't (lesser) RVE usable to lower casting speed by -5? That's probably the only broken thing, as both Cernd and arcane casters with -5 become unstoppable killing machines. The gap between -4 and -5 is HUGE.

Also which other options from RVE are so powerful, that they can shake the balance?


Not sure how others use it but I often use the (non-dispellable) RvE:Regen especially in cases where the crew gets rebuffed pre-fight. And sometimes mid-fight, but Sorcere's version is so unreliable I don't really like to do that.

Personally I think the -5 is fine. If protagonist isn't a Necro/Sorcerer, there's a high cost to it as in you can only reach it with Vecna, so no additional spell slots. Or with additional spell slots & robe of greater invocation & Neera with blessings.

Actually a non-pc sorcerer can even reach -6 in casting time with Vecna, AoP, Foreknowledge, RvE + blessings.

IMHO, as a solo arcane caster is supposed to be the most effective damage disher in the game. While I think at the moment this spot belongs to Cernd (fully maxed out version is so effective it's completely nuts). But I've never seen anybody else developing Cernd by maxing him out completely.

This post has been edited by pekkae: Jan 1 2023, 08:30 AM
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kilorew
post Jan 24 2023, 12:45 PM
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Is the tower of deception mod the same as the vanilla game or compatible with Improved Anvil to make it harder?
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pekkae
post Jan 25 2023, 08:39 AM
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QUOTE(kilorew @ Jan 24 2023, 12:45 PM) *
Is the tower of deception mod the same as the vanilla game or compatible with Improved Anvil to make it harder?


I think it's supposed to be a tad harder. In my game it was very straightforward though we did it kind of late, so we just might have been completely OP for it already.

The rewards are way too much, we just took the exp and left out the items.
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kilorew
post Jan 26 2023, 07:24 PM
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Yeah just tried it, was pretty straight forward, and at the end you get a sword that gives you permanent alacrity, seems a bit ridiculous haha
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lroumen
post Jan 26 2023, 08:00 PM
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Eternal melody used to do that too. And grandfather of the assassins permanent improved haste.
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pekkae
post Jun 15 2023, 07:31 PM
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Hey!

I have Keldorn and Hexxat in the same party and apparently that's a "no-no". Keldorn keeps getting pissed off and leaves.

Is there a variable I can change to make sure they can co-exist?

I have tweaks anthology but the NPC happy patch didn't fix it.

Thanks again

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SparrowJacek
post Jun 16 2023, 07:32 AM
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Hi!

You could try to set OHH_keldorntalks to some high value, at least 7. In Keldorn's script I see that this variable is responsible for triggering some dialogues, when Hexxat is in party.

Btw are you making another run with Hexxat in your team? biggrin.gif

This post has been edited by SparrowJacek: Jun 16 2023, 07:40 AM
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pekkae
post Jun 16 2023, 11:39 AM
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QUOTE(SparrowJacek @ Jun 16 2023, 07:32 AM) *
Hi!

You could try to set OHH_keldorntalks to some high value, at least 7. In Keldorn's script I see that this variable is responsible for triggering some dialogues, when Hexxat is in party.

Btw are you making another run with Hexxat in your team? biggrin.gif


Thanks! This seems to work, at least for the time being.

Yes. I created another party and now I'm in the middle of it all. Playing through the most fun fights & quests and "speeding" through the uninteresting ones. Speding about 5-10 hours on this per week.

I thought about posting a journal but I think I've already posted almost all of my (favorite) tactics in the previous ones.

I'm with the most OP characters in the game.

Berserker(13)/Mage
Much better than Nalia. Lacks a few spell slots but as +1APR almost through the whole game, much improved Thac0, berserking & can wish properly. So brings a lot of versatility with far superior combat ability + great results for most important spell in the game.

Keldorn
The Inquisitor version. The new armour is OP. Almost as deadly as a Kensai (when CS'ing away) but infinitely more versatile thanks to magic damage resistance, carsomyr + dw 2 long swords. Plus that insta-dispel to deal with Ancient Dragon etc.

Hexxat
With 6.5 cloak. The utmost superior character for golem milking & tanking. Should be uber, even without a Shaman in the party.

Neera
Early access to difficulty breaking spells. 5x IH in chapter 3. Swords in chapter 3. MS8 in spellhold. Wish in underdakr etc. Yes please.

Cernd

The most deadly caster in the game, we think. Shall have permanent -5 casting time when needed. And something like 15-18 spells per level. Much better lich killer than a Necro. Insane tanking ability & damage dealing through spells. Plus oodles of regen's & insanely useful HLA's (with insta-casting in late game).

Jaheira
Muah. Early game completely OP, late game completely OP.

This post has been edited by pekkae: Jun 16 2023, 11:55 AM
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SparrowJacek
post Jun 16 2023, 12:22 PM
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That party composition really looks powerful! Though I think that Hexxat would be great even with the weaker version of her cloak (we nerfed it for a reason!). I am curious, why do you think that Keldorn's armor is so powerful? At the moment he doesn't have access to divine spells, so I am surprised you think so highly of him.

Also which fights do you find uninteresting and why?

This post has been edited by SparrowJacek: Jun 16 2023, 12:42 PM
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pekkae
post Jun 16 2023, 01:12 PM
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QUOTE(SparrowJacek @ Jun 16 2023, 12:22 PM) *
That party composition really looks powerful! Though I think that Hexxat would be great even with the weaker version of her cloak (we nerfed it for a reason!). I am curious, why do you think that Keldorn's armor is so powerful? At the moment he doesn't have access to divine spells, so I am surprised you think so highly of him.

Also which fights do you find uninteresting and why?


Keldorn should do up-to 46pts of damage per hit with JD in main hand when dual wielding with new armour on. The only characters that beat that are Kensai and probably Riskbreaker/Swashie, because of the on-hit effects.

So Keldorn reaches Kensai like damage and when CS'ing Thac0 doesn't matter. Plus inquisitors dispelling is really useful through the game. And ofc. Inquisitor has nice immunities on top + access to Carsomyr & blessed bracers, so 9 APR without water's edge or gauntlets of extraordinary specialization. And the instant 50+% MR is superbly useful, especially when coupled with 40% magic damage resistance.

Hexxat is probably fine even with the weaker version of the cloak. But I really like it the way it is. Plus we don't even have any of the uber-stuffs around as in Necro's gear, MotA or Vagrant gear. That's the only thing we have.

The fights that are terrible to me are for example the lich fights in shadow temple and many of the mundane ones like the ambush at mekrath's lair. It's not really interesting to micromanage what is the order of my crew walking into a room especially when the enemies do not trigger when you'vre prebuffed. And if you don't, you'll have a terrible time. Or just waiting out a lich to run out of PFMW's (or I might not just have a proper tactic for these fights...) But I just mostly skip them because my regular tactic for beating i.e. liches in the early game isn't very interesting.

This post has been edited by pekkae: Jun 16 2023, 03:20 PM
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SparrowJacek
post Jun 17 2023, 09:03 AM
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QUOTE
Keldorn should do up-to 46pts of damage per hit with JD in main hand when dual wielding with new armour on. The only characters that beat that are Kensai and probably Riskbreaker/Swashie, because of the on-hit effects.

Well, I thought that since slashing is the worst damage type in IA, it won't be too powerful, but now I see that we really need to be cautious with these bonuses. I am scared of the ways of exploiting new Thief abilities, that players will find smile.gif
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pekkae
post Aug 15 2023, 10:17 AM
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Are the most powerful summon's stats somewhere?

- Swanmay
- Greater Swanmay
- Swanmay Queen
- Elite Trolls
- Greater Yuan-Ti's
- Greater Elemantals
- Smilodon
- Anaconda
- Clan Hunter

Thinking a little about tweaking a party to "maximum summons" - party.

This post has been edited by pekkae: Aug 15 2023, 10:19 AM
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critto
post Aug 15 2023, 11:28 AM
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There aren't, to my knowledge. You can look it up in the game resources using Near Infinity if you want, but there are some nuances (Clan Hunter creature file changes based on caster level, for example). If you need something in particular I can look it up for you, but if you want a detailed breakdown, I'd dive into NI.

In general, I'd say Clan Hunter and Swanmays (the stronger versions especially) are at the top of the food chain, followed by Smilidon / Anacondas, then Yuan-Ti and Troll, and finally the elementals (those aren't improved at all by IA, to my knowledge, at least not on the same level as the custom summons).

Also, not sure what you mean by max summons but I think all of these are subject to max summon limit (5 at the same time), but I might be mistaken.

Cheers
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pekkae
post Aug 15 2023, 02:25 PM
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Hi,

Ok, thanks (yet again)!

I think I'm good with this. Just on e question.

By "max summons" I just meant a crew that has access to the most powerful summons in the game. And that has the ability to properly buff those summons & keep them alive.

So probably ...

Vagrant - for Swanmays
Jaheira - For Clan Spirit & Smilodon & buffing (Giant Strength, protection from elements/cold/fire)
Shaman - Smilodon & Greater Elementals + ultimate survivability for those
Sorcerer - Buffing (Improved Haste, Proitection from fire etc. and possibly Giant Strength as well?)

The only question I have is is it worth while to buff those summons with Strength/Strength of one/Giant Strength? How much are the strength scores of those?

I don't have NI and last time I tried I didn't get it to work.

This post has been edited by pekkae: Aug 15 2023, 02:32 PM
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SparrowJacek
post Aug 15 2023, 02:54 PM
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Are you playing on Windows? If so, then probably the easiest and most pleasant way to check those creatures would be a... "Mod" or rather a plugin to BG2 called radar overlay, here's the link to it https://forums.beamdog.com/discussion/84149...verlay-released
It reveals many hidden elements of the game though, so I'd advice against using it on enemies, and just familiarize yourself with the stats and resistances of your summons. Some aspects of them are not clear, for example IIRC Anacondas are immune to IH, though they only have 1APR so it doesn't matter.

Critto, many IA summons don't count into that in-game summon limit, which is a bit too powerful to me, as you can have a whole army of swanmays, if you wish for rest twice.

Btw it's a thing nobody wants and nobody thinks that is needed, but recently I had some nice (well, I consider them to be nice at least smile.gif ) ideas for Beastmaster rebalance. He'd get some unique ways of buffing animal summons, synergize with them well and probably even more. But that's content for some later release.
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pekkae
post Aug 15 2023, 03:03 PM
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QUOTE(SparrowJacek @ Aug 15 2023, 02:54 PM) *
Are you playing on Windows? If so, then probably the easiest and most pleasant way to check those creatures would be a... "Mod" or rather a plugin to BG2 called radar overlay, here's the link to it https://forums.beamdog.com/discussion/84149...verlay-released
It reveals many hidden elements of the game though, so I'd advice against using it on enemies, and just familiarize yourself with the stats and resistances of your summons. Some aspects of them are not clear, for example IIRC Anacondas are immune to IH, though they only have 1APR so it doesn't matter.

Critto, many IA summons don't count into that in-game summon limit, which is a bit too powerful to me, as you can have a whole army of swanmays, if you wish for rest twice.

Btw it's a thing nobody wants and nobody thinks that is needed, but recently I had some nice (well, I consider them to be nice at least smile.gif ) ideas for Beastmaster rebalance. He'd get some unique ways of buffing animal summons, synergize with them well and probably even more. But that's content for some later release.


I'm on Mac/MacOs. Though bg2 stuff would be immensily more easy if I were on a windows platform.

Beastmaster rebalancing sounds really nice. Now it's sort of pointless smile.gif.

I don't really get how the summons limits work. In my game at the moment we can get 6 summons. If I reload with a Vagrant protagonist, we could get 8 or so. I guess it depends on the summons?
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