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May 20 2015, 02:34 AM
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#81
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Forum Member Posts: 117 Joined: 7-April 15 |
Recast Vital Energy could help here:
- one "Mental Agility" would make SI:Nec have a casting time of 0, so I could get a little better at drawing the Finger of Deaths and responding with that. - Regeneration (and 50% HP boost, frankly) would be extraordinarily helpful as I then try to survive the fire attacks. As far as I can tell, I sort of have my way with the last Skeleton Lord and can accomplish quite a bit when he is the only enemy remaining. I also haven't tried looking for a Wish Rest here, but that might help as well. I also think my Chain Contingency and Contingency of defensive buffs might not be the best idea... I may be better off with summons instead. Balors just strip buffs so fast... |
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May 20 2015, 08:29 PM
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#82
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Forum Member Posts: 117 Joined: 7-April 15 |
1 Incendiary Cloud, 5 Sunfire, 4 Fireball each.
The "normal" 10-round regeneration is not enough. I need the long-lasting one (or two!). Increasing HP by 50% is somewhat helpful, it doesn't stack with items that add HP though. But it allows me to shuffle items essentially without losing HP. Tricking the Balors into the Chain Contingencies (by removing cloak, ring+4, and ring of gaxx), then re-equipping them once the Contingencies are fired, seems more reliable than trying to squeeze off a Spell Immunity, even with -5 speed which should make it instant (but doesn't). I made a save with 1 long regeneration and 3 party regenerations, and tried it a bunch of times and it just wasn't enough (along with a potion of superior healing every round) to keep me alive. The most I can keep is 40 Fire Resist and 30 Magic Resist without them lowering it (I could theoretically get up to 45 fire resist actually, I think). It's close to keeping me alive, but they have a tendency to release the Sunfires essentially all at once and I can't quite live through it. They have 8 attacks at -6 Thac0. My AC is -16 to -19 after all of the dooms, so they should hit probably 4 times per round of 8 swings. In testing from this saved game, when reloading the "order of operations" puts me at normal speed (whereas with the initial playthrough, since my Boots of Speed were applied before the Potion of Freedom, I am at Hasted speed). Maybe Tenser's Transformation to get enough HP? I am literally just walking around and chugging potions. This post has been edited by blastermaster: May 21 2015, 12:59 AM |
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May 20 2015, 09:43 PM
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#83
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Forum Member Posts: 237 Joined: 23-April 13 |
My own testings
It seems that I lost my IA v6 saves folder when I transferred to the new PC. I only got my old saves from IA v5 experiences and early IA v6 solo tests. No changes to the original install whatsoever, although I tried to make PC immune to silence. Somehow, didn't work. However, I was able to beat the Ancient Dragon and all his minions with a solo F/M/T from IA v5 (high-leveled, although that really doesn't matter much). Same tactic for beating him can be applied vs Balors. Unfortunately, the tactic is way too cheesy. I consider it a pure cheat and was forced to use it only because the enemies cheat even worse. Example: My silenced F/M/T mage level 36 is running around the Ancient Dragon silenced under Spell Immunity Divination and Improved Invisibility, and Absolute Immunity. No enemy is of high enough level for remove magic to work on PC. However, on the 3rd round of the battle I get the divine message *Illusions Dispelled*. Out of nowhere. No explanation how or why. The Ancient Dragon uses Greater Doom whenever possible. His CC contains triple ADHW so no reason to lower save vs Death for 3*FoD. He has two sequencers loaded with disabling spells, but even after firing those he still continues the Greater Doom barrage on PC. He will lower fire resistance even if it's below 50 (I tested with 40). So the *tactic* for a no-reload victory against both the Ancient Dragon and the Balors (on Insane) is summoning multiple Greater Djinnis by re-inserting again and again the Ring of Greater Djinni Summoning in a gem bag (it gets recharged that way). Yeah, I know, blatant cheat. Never mind enemies having even worse cheating scripts. Yet this is allowed by the game engine and I didn't have to make a Necromancer-Berserker multi via ShadowKeeper or anything far more drastic. BTW even winning that way vs the Ancient Dragon was not easy at all and cost me quite a lot of time. Djinnis are most efectively guided via multiple Farsight spells. And unlike any other summon, Djinnies can be called even by a Silenced character. You may try the same with the Noble Spider figurine and the bag of holding. I think the blue one should work just the same way as a gem bag. It's really bad I don't have a close save with a Necro PC and playing up to that moment is kinda redundant. I simply don't have the time right now. So @blastermaster: If you can send me your save game and your game modifications I may do some more testing. Balors should be easy, really. You should definitely try to focus them on defensive spells the first rounds, that's all. After 3 or 4 are dead, the rest should be not so hard. Yet if you lack GWW attacks things may not be so easy, then again you can still have a sufficient number of APR using the Black Blade of Disaster. Not only is it the most damaging weapon in the entire game, it also is considered wielded at Grandmastery, which will allow you to equip another decent +4 or +5 weapon offhand and have 9 APR with Critical Strike. |
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May 21 2015, 02:16 AM
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#84
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Forum Member Posts: 117 Joined: 7-April 15 |
3xRegeneration, 1xLong Regeneration, Tenser's Transformation, gets it done.
With the resistances mentioned above, this allowed me to survive a full round of sunfires or fireballs, and between the regeneration and heal potions, I was able to heal back up each round. Eventually they run out of fire spells and dooms, and I begin exhausting them of their Breaches. This cut into my PFMW scrolls a bit, since they were pretty good about only firing one breach at my protections (rather than 5 or 6 of them doing it at once as I'd hoped). Once they run out of Breaches, I could protect myself and work on killing them. With my saves back to normal, I was able to equip my preferable weapons (Death of a Thousand Cuts, Crom Faeyr) without fear of Paralyze, Chaos, or Fear. Once dead, the Grandlords weren't difficult, as expected. Spent a little time refreshing my memory about the Lesser Force battle. He casts Purge Magic every 3 rounds if you're using PFMW or Stoneskin, but he doesn't if you're just using Improved Haste. Recast Vital Energy regeneration may be key here again, though there is no way I can hurt him to Near Death three times, along with killing his sets of Bone Golems, during the time the short or even "long lasting" version is active. I expect this portion of the battle will be difficult, but nowhere near the trouble I had with the Balors. For now though, need to call it a day. Moral victory in getting the Carmine Ioun Stone into my inventory, hopefully tomorrow I can manage to escape with it. |
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May 21 2015, 03:04 AM
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#85
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Forum Member Posts: 61 Joined: 1-April 15 |
The best defence is offence.If I were to play this game,I'll set spell sequencer:3*lighting bolt,spell trigger:3*lower risistance.Cast IA,RVE for 1 mental agility,when Balors appear,cast 2 RRoRs and 3 LR(including spell trigger 3 LR) to 3 Balors each,move and attract them stand in a line,cast LBs to kill them, then there will be only 3 balors left,it will be much easier.If you are lucky enough,with RVE or wish rest help,the 3 Balors left will die soon…
Anyway,the whole procedure still rely on a bit luck…But you would like to try this way after been tortured many times… |
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May 21 2015, 04:50 AM
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#86
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Forum Member Posts: 237 Joined: 23-April 13 |
I really don't like strategies relying on luck, and unfortunately this one does. Plus, I doubt you can repeat that on Insane difficulty.
@chaser: haven't tested it, but I think spells like Lightning Bolt will have little or no effect on the Balors because of their innate resistances and high hit points. @blastermaster: I found an easy way to beat these Balors, it may be applied to other tough and unbeatable (otherwise) enemies you may encounter, but it's borderline cheating. Since we are playing IA v6 solo however, with all of its *anti-solo modifications* present, I consider it fair enough. Found the strategy in my test vs the Ancient Dragon. Unfortunately its main feature is getting great quantities of powerful summons (like the Greater Djinni) by constantly refreshing the item which summons them (in this case Ring of Greater Djinni Summoning) via re-inserting the item in a Gem Bag or blue Bag of Holding. Still, I didn't have to mod my game via Shadowkeeper in any way, right As for the Lesser Force, this is probably the time to waste 5 Barbarian Essence potions. You should have enough by now anyway. Still, if I were you, I'd replay that Balor battle on Insane to find a much more sound tactic. Unfortunately, I have only my v5 saves at present, which means no Necromancer PC saves at all. If you could send me your save game and in-game modifications in a PM, I could test the Balors until I find a more reliable tactic. BTW, I wouldn't mind getting a Firkraag save too, seems that win of yours also requires some serious polishing. No offense. |
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May 21 2015, 12:29 PM
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#87
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Forum Member Posts: 117 Joined: 7-April 15 |
It's really bad I don't have a close save with a Necro PC and playing up to that moment is kinda redundant. I simply don't have the time right now. So @blastermaster: If you can send me your save game and your game modifications I may do some more testing. Balors should be easy, really. You should definitely try to focus them on defensive spells the first rounds, that's all. After 3 or 4 are dead, the rest should be not so hard. Yet if you lack GWW attacks things may not be so easy, then again you can still have a sufficient number of APR using the Black Blade of Disaster. Not only is it the most damaging weapon in the entire game, it also is considered wielded at Grandmastery, which will allow you to equip another decent +4 or +5 weapon offhand and have 9 APR with Critical Strike. For some reason, I never saw this post until now. Your theorycrafting is unfortunately not helpful here as the Balors don't cast any defensive spells whatsoever (save for a Spell Trigger they activate at some point). But you've already come up with two or three ways you'd win the battle, namely using an insanely leveled character, using fireshield collisions, or using infinite noble djinni summons via some weird exploit. Please feel free to move on. Yet this is allowed by the game engine and I didn't have to make a Necromancer-Berserker multi via ShadowKeeper or anything far more drastic. It's a Fighter/Necro multi. You know, kind of like a Fighter/Illusionist multi, but not as good (Improved Invisibility would be so helpful in so many of these battles!). The best defence is offence.If I were to play this game,I'll set spell sequencer:3*lighting bolt,spell trigger:3*lower risistance.Cast IA,RVE for 1 mental agility,when Balors appear,cast 2 RRoRs and 3 LR(including spell trigger 3 LR) to 3 Balors each,move and attract them stand in a line,cast LBs to kill them, then there will be only 3 balors left,it will be much easier.If you are lucky enough,with RVE or wish rest help,the 3 Balors left will die soon… Anyway,the whole procedure still rely on a bit luck…But you would like to try this way after been tortured many times… In general, my weakness in this mod is knowing when enemies can be blasted by spells and killed very quickly. This is an interesting idea. The Balors have 90 Magic resist and 50 Electricity resist and 160 HP. So it would take 3 Lower Resist each, and the RRoR to strip their spell protections. While this is going on, they will have Doomed you and will be firing out Finger of Deaths which may disrupt one or two of these. Lightning Bolt does 10d6 or an average of 35 damage if not saved. The Balors will save about 70% of the time. So you're looking at about 23 damage from these lightning bolts before their electrical resist comes in. So you need maybe 10-12 lightning bolts to actually kill them. They probably will not stand in a line that long, and you're now looking at: 6 RRoR 6 Lower Resist 1 Spell Trigger 1 Spell Sequencer 7-9 Lightning Bolts Might be possible if everything is insta-cast due to Mental Agilities. @blastermaster: I found an easy way to beat these Balors, it may be applied to other tough and unbeatable (otherwise) enemies you may encounter, but it's borderline cheating. Since we are playing IA v6 solo however, with all of its *anti-solo modifications* present, I consider it fair enough. Found the strategy in my test vs the Ancient Dragon. Unfortunately its main feature is getting great quantities of powerful summons (like the Greater Djinni) by constantly refreshing the item which summons them (in this case Ring of Greater Djinni Summoning) via re-inserting the item in a Gem Bag or blue Bag of Holding. Still, I didn't have to mod my game via Shadowkeeper in any way, right As for the Lesser Force, this is probably the time to waste 5 Barbarian Essence potions. You should have enough by now anyway. Still, if I were you, I'd replay that Balor battle on Insane to find a much more sound tactic. Unfortunately, I have only my v5 saves at present, which means no Necromancer PC saves at all. If you could send me your save game and in-game modifications in a PM, I could test the Balors until I find a more reliable tactic. BTW, I wouldn't mind getting a Firkraag save too, seems that win of yours also requires some serious polishing. No offense. "Borderline" cheating. I love it. Lesser Force should not require barbarian essence potions. Most of his damage comes from the Dark Magic Aura he has which does 1d8 damage without save every time I hit him. I would need at least 120 physical resist to begin healing from his hits enough to make a dent in that. My plan for the barbarian essence potions is to really load up on them for the final battle, if I can make it there, since it is going to take me a very long time to kill the 3 big guy golems in there. I won't be sending you any save games because I have no interest in further conversation with you. Sorry. I tried to be polite but your outrageous views on cheating and your constant demeaning of those who play in a different way than you have brought me to my limit in tolerance. |
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May 21 2015, 02:34 PM
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#88
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Forum Member Posts: 237 Joined: 23-April 13 |
It's really bad I don't have a close save with a Necro PC and playing up to that moment is kinda redundant. I simply don't have the time right now. So @blastermaster: If you can send me your save game and your game modifications I may do some more testing. Balors should be easy, really. You should definitely try to focus them on defensive spells the first rounds, that's all. After 3 or 4 are dead, the rest should be not so hard. Yet if you lack GWW attacks things may not be so easy, then again you can still have a sufficient number of APR using the Black Blade of Disaster. Not only is it the most damaging weapon in the entire game, it also is considered wielded at Grandmastery, which will allow you to equip another decent +4 or +5 weapon offhand and have 9 APR with Critical Strike. For some reason, I never saw this post until now. Your theorycrafting is unfortunately not helpful here as the Balors don't cast any defensive spells whatsoever (save for a Spell Trigger they activate at some point). But you've already come up with two or three ways you'd win the battle, namely using an insanely leveled character, using fireshield collisions, or using infinite noble djinni summons via some weird exploit. Please feel free to move on. I also didn't see my own post until now, thought it was deleted by the moderators of this forum. Otherwise I wouldn't write the second post with much the same info as before. As I said before, demons can be forced to go on defense ASAP. You just have to win the first round in which they should all cast True Sight. I explained how you can be under Alacrity + Invisibility potion effect. You also have to be standing close to all of them in order for some of the Breached balors to actually cast PFMW the second round and thus waste it. Again, you could've created a powerful mage character of your own, without even bothering to cheat in Alacrity or anything. I had such a character in my early tests of IA, it was a level 18 Berserker dualled to lvl 31 Mage (at xp cap). 31 level multiple Remove Magicks will definitely force the Balors to go all out defensive, constantly refreshing PFMW, if you keep in melee distance. Their top priority if PC is within melee range is casting PFMW if they're not currently running one. Naturally, a B-M will have a great trouble vs Dragons (Grave Liches are not such a big deal, early ones are solitary while late game ones can be easily overtaken via powerful summons/spells). Also, you would miss the Expanded mage stronghold. On the other hand, you will be playing without Shadowkeeper or any other game file modifications. Yet this is allowed by the game engine and I didn't have to make a Necromancer-Berserker multi via ShadowKeeper or anything far more drastic. It's a Fighter/Necro multi. You know, kind of like a Fighter/Illusionist multi, but not as good (Improved Invisibility would be so helpful in so many of these battles!). You could've created a F/I with immunity to silence, I frankly believe this modification to the game to be more fair than modding a multiclass Fighter/Necro + allowing him to wear powerful items reserved for solo characters (Amulet of Hades). @blastermaster: I found an easy way to beat these Balors, it may be applied to other tough and unbeatable (otherwise) enemies you may encounter, but it's borderline cheating. Since we are playing IA v6 solo however, with all of its *anti-solo modifications* present, I consider it fair enough. Found the strategy in my test vs the Ancient Dragon. Unfortunately its main feature is getting great quantities of powerful summons (like the Greater Djinni) by constantly refreshing the item which summons them (in this case Ring of Greater Djinni Summoning) via re-inserting the item in a Gem Bag or blue Bag of Holding. Still, I didn't have to mod my game via Shadowkeeper in any way, right As for the Lesser Force, this is probably the time to waste 5 Barbarian Essence potions. You should have enough by now anyway. Still, if I were you, I'd replay that Balor battle on Insane to find a much more sound tactic. Unfortunately, I have only my v5 saves at present, which means no Necromancer PC saves at all. If you could send me your save game and in-game modifications in a PM, I could test the Balors until I find a more reliable tactic. BTW, I wouldn't mind getting a Firkraag save too, seems that win of yours also requires some serious polishing. No offense. "Borderline" cheating. I love it. Lesser Force should not require barbarian essence potions. Most of his damage comes from the Dark Magic Aura he has which does 1d8 damage without save every time I hit him. I would need at least 120 physical resist to begin healing from his hits enough to make a dent in that. My plan for the barbarian essence potions is to really load up on them for the final battle, if I can make it there, since it is going to take me a very long time to kill the 3 big guy golems in there. I won't be sending you any save games because I have no interest in further conversation with you. Sorry. I tried to be polite but your outrageous views on cheating and your constant demeaning of those who play in a different way than you have brought me to my limit in tolerance. There is a mod called "The Four" which is compatible with IA and allows you to obtain a pair of gloves which decrease casting time by 1. Can be only used by evil mages though. Your own play can be called as well "borderline" cheating since you did so many things not originally allowed by the mod's designer. We all draw the line somewhere. For Sikret, for example, cheating is even if you disperse your party members to fight a powerful entity rather than keeping them all toghether to be slaughtered. I didn't call my recent victory over the Ancient Dragon (via multiple Greater Djinnis) a great tactic, because it isn't. But somehow the game engine allows it, while at the same time it doesn't allow creating a multi Fighter/Necromancer, nor does it allow for such a character to wear the Amulet of Hades. My victory was IA v6 legitimized, while yours (with your necro/fighter PC) are not - because no such character exist in IA v6. Still, I didn't call your style of play cheating, did I? As I said, we all have to draw the line somewhere. You don't like where I do that, nor do I for that matter, regarding your playthrough. Still I try to be helpful. As I remember, a Necro PC gets 25+ Barbarian Essences in total so you could still waste 6 for this fight. This way the melee hits you receive from Bone Golems will more than enough compensate for the health loss from the Lesser Force's aura. As for the EDE, don't worry, even if you skip hard encounters like nuts I still don't think you will get there even with that character. Probably if the xp cap is removed, then you could have a chance. Still, even if by some miracle you do, 20 Barbarian Essences should be enough to win. No need to save me save games. I had started my own Insane testing with a solo Necromancer protagonist, without any external modifications like Shadowkeeper, and will have a save game at the Balors after a couple more days. If you haven't given up on your playthrough or changed the rules by that time...I really hope you can finish this challenge one way or another - quit with honor or miraculously win EDE. |
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May 21 2015, 03:12 PM
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#89
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
Let's keep it civilized, people, it's just a game)
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May 21 2015, 07:16 PM
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#90
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Forum Member Posts: 117 Joined: 7-April 15 |
Ended up using a handful of RVE before the Lesser Force battle began, to help me get through him and the first wave of Greater Bone Golems without using Stoneskin or PFMW (either of which would trigger a Purge Magic every 3 rounds).
Used the rest before the second wave, same way. Before the final try against the Lesser Force, realized he wouldn't purge SPOILER! Protection from Energy, which brought my Magic Damage resistance up to 105 , so that made it not too bad. Should have done that in the first place.Only thing I'm skipping in SoA at this point is the Twisted Rune. May give it a shot, just for completionist purposes... but I am getting eager to put a hurting on Irenicus too :-) |
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May 21 2015, 08:46 PM
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#91
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Forum Member Posts: 32 Joined: 1-May 13 |
The exploit where item abilities are refreshed once they're placed in Bag of Holding has long been fixed by TObex. I don't understand why its not in Anvil. It has far better implementation of numerous features which Anvil tries to emulate in a rather crude way.
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May 21 2015, 09:21 PM
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#92
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Forum Member Posts: 117 Joined: 7-April 15 |
ToBex seems to slow down my machine considerably (even with a fairly new laptop). I think it's rather clever how its functions are approximated in IA by scripting states and a whole lot of If statements. For a potential newbie coder like me, I for one enjoy the ease at which I can follow the coding behind the enemy Artificial Intelligence in IA and Baldur's Gate as a whole. I have no idea how one hacks a .exe file with something like ToBex. Command prompts scare me.
It's funny though, I thought I noticed the opposite behavior of summoning and one-charge-per-day items with bags of holding... namely that if I rested with a depleted item in one of those bags, it would NOT get its charge back overnight. So for the last few years I have religiously avoided ever putting a depleted item in one of those bags. How ironic. |
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May 21 2015, 10:09 PM
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#93
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Forum Member Posts: 32 Joined: 1-May 13 |
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May 22 2015, 02:15 AM
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#94
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Forum Member Posts: 117 Joined: 7-April 15 |
Hah, yes, that's a hell of a file.
Supreme Leader is harder than I expected (forgot about those "Anti-Inquisitors" and their ability to strip protections; usually I fry them quickly). At this point I think it makes sense to finish up SoA and get some bonuses from the Hell Trials and early ToB (Foebane!), and revisit. |
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May 22 2015, 04:32 AM
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#95
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Forum Member Posts: 61 Joined: 1-April 15 |
Good Lesser Force tactic,much easier than I imagined.
@ Krell: QUOTE @chaser: haven't tested it, but I think spells like Lightning Bolt will have little or no effect on the Balors because of their innate resistances and high hit points. I review the mage team thread by another Chinese player I mentioned before,he killed 5 Balors with CC*9 ADHW···It seems Balors are vulnerable to magic energy too,so throw up all damage spells can definitely kill 3-4 Balors quickly. In some Chinese forums,players always take delight in talking about exploits,such as abuse Cloudkill,such as using the gem bag bug,it is a common thing.To be honest,I used some exploits in my necro run(utilize some AI weakness),that`s the first time I play IA.In my vargrant run,I didn`t do it and found it more pleasure without exploits.Anyway,different players have different ways to play this game,just don`t bother each other is OK. |
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May 22 2015, 05:10 AM
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#96
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
QUOTE The exploit where item abilities are refreshed once they're placed in Bag of Holding has long been fixed by TObex. I don't understand why its not in Anvil. It has far better implementation of numerous features which Anvil tries to emulate in a rather crude way. This is the first time I hear about the bag of holding issue. Could you clarify?QUOTE What slows down my machine is what Anvil makes out of baldur.bcs file with anti-cheat measures, not TobEx. This is the only way as far as I know to implement proper item restrictions to a particular NPC. BG2EE added an opcode for that, but it won't work in ToB. I don't know if there is an exe patch for that made by the community. And not everything is done by scripts in IA. I've implemented a patch for the summon limit that updates the executable. The same was done for monk's fists in the upcoming IAv6.1. |
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May 22 2015, 08:22 AM
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#97
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Forum Member Posts: 32 Joined: 1-May 13 |
From modder reference:
TobEx fixes an exploit where players could instantly restore the charges of rechargeable items by putting them in a bag and then taking them out again. From the technical perspective, TobEx modifies usages for non-stackable items with charges such that: Items in a store with usages of 0 are no longer loaded with usages of 1 Putting items in bags no longer recharges the items, unless bit 14 of STO V1.0 Header offset 0x10 (Flags) is set, see below. TobEx adds functionality to bit 14 (Toggle Recharge) of STO V1.0 Header offset 0x10 (Flags). For bags, setting this bit will allow items to be recharged when placed in the bag. For stores, setting this bit will prevent items from recharging when sold to the store. The buy and sell prices of items that recharge now take into account the fact that they recharge. In the same line of tough, you can flag items so they aren't able to cast spells on improved invisible enemies without wonky workaround used now, externalize item restricitons to a simple .2da file, make mirror image not protect one from area spells, fixes a bug when custom NPCs get innates back on rejoining, pretty much whatever you want. |
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May 22 2015, 09:21 AM
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#98
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Forum Member Posts: 117 Joined: 7-April 15 |
I review the mage team thread by another Chinese player I mentioned before,he killed 5 Balors with CC*9 ADHW···It seems Balors are vulnerable to magic energy too,so throw up all damage spells can definitely kill 3-4 Balors quickly. In some Chinese forums,players always take delight in talking about exploits,such as abuse Cloudkill,such as using the gem bag bug,it is a common thing.To be honest,I used some exploits in my necro run(utilize some AI weakness),that`s the first time I play IA.In my vargrant run,I didn`t do it and found it more pleasure without exploits.Anyway,different players have different ways to play this game,just don`t bother each other is OK. That's an odd tactic, unless they fired off some Lower Resistance first. I don't think the Balors had Magic Damage Resistance, but they have Magic Resistance of 90. So while the ADHW will do full damage, only 10% of them will actually do damage. In terms of utilizing AI weakness, that seems par for the course. Knowing that enemies are always scripted to True Sight first, or cast Ruby Ray a couple of times, etc., is often how battles are won by low-level characters. Looking through the scripts that control AI, the vast majority of them detail behavior that will occur 100% of the time under given circumstances. I think this mod would increase in difficulty greatly if enemies were less predictable and had say 50% probability of doing a given action and 50% probability of doing something different. Although I realize in some instances, there is only one thing they can do effectively (i.e. Ruby Ray if you are under PFMW and SI:Abj and other stuff). Critto, it looks like a ton of Baldur.BCS is oriented towards managing high-end item ingredients, rather than who is wearing what. Maybe that could be cut, while keeping the scripts that control items intended to not be used with UAI. |
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May 22 2015, 09:42 AM
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#99
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
QUOTE Critto, it looks like a ton of Baldur.BCS is oriented towards managing high-end item ingredients, rather than who is wearing what. Maybe that could be cut, while keeping the scripts that control items intended to not be used with UAI. Those checks are doing the same job as the checks for usability items, basically. I won't remove them because it's a part of original Sikret's work. If you feel that these things are slowing down the game and have no intention of cluaing the ingredients and/or items into your game, feel free to cut them out. As for TobEX, I am aware of many of its advantages. I will check it out but for now I can't promise implementation of this into IA in the near future. |
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May 22 2015, 09:45 AM
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#100
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Forum Member Posts: 61 Joined: 1-April 15 |
QUOTE That's an odd tactic, unless they fired off some Lower Resistance first. I don't think the Balors had Magic Damage Resistance, but they have Magic Resistance of 90. So while the ADHW will do full damage, only 10% of them will actually do damage. Of course strip their protection and Lower Resistance first,here is the link:http://tieba.baidu.com/p/2282748666#/pn=87 |
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