Stunned/held/sleeping enemies
Drexxik
Member Posts: 18
Hello,
I'd like to hear some clarification on "disabled" enemies getting hit automatically because it doesn't seem to be the case in my game. I very often miss when attacking a disabled foe.
I'd like to hear some clarification on "disabled" enemies getting hit automatically because it doesn't seem to be the case in my game. I very often miss when attacking a disabled foe.
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It must be the graphical animation of attacks that you see, but they do not connect a held foe. Like, a fighter makes a lot of swings with his sword but only hits once. Most of the swings you see are for show, ie:they represent parries, feints, missed attack chances etc. in a single given round. Your number of attacks determine how often you make a damaging attack in a round. Turn on attack dice rolls from options so you will see when a party member makes an attack, the bonuses or penalties he gets, and if he missed or hit.
Or did they implement a new rule in the last patch? I haven't checked properly..
A natural rolled 1 on the d20 is always a critical miss, while a natural rolled 20 always hits (and is usually considered a critical hit, but can be avoided by helmets or the creature is immune etc..yet it still hits). The critical threat range can be modified - at least in the game - by having either 2-handed-weap-prof or single-weap-style. So you would need e.g. only 18-20 to always hit/crit while wielding a two-handed-sword (+2 points in the appropriate proficiency)
In the options/gameplay/feedback you can enable the combat rolls..at least the basic ones. It's a bit of overkill information..but if you wanna know what's happening...
edit: i think in vanilla bg1 there was an option to show you the whooooooooooole combat roll, including all modifiers. But since it's the BG2-engine it just got disabled, and the option doesn't work
In BG2 you can at least re-enable it by using a mod, that modifies your ~.exe.
I have that turned on, it really is an automatic attack confirmation with no roll, unless they've changed versions from 2011 overnight. It also reports critical miss/hit when rolled against normal targets; as there is no roll, there's no chance of either and they are never reported.
Anyway, every time your character makes a "swing" isn't necessarily actually an attack. Your character will very often swing and "whiff" even though the game isn't actually attempting to attack anything. I believe this was done in order to make it look as if your character is "fighting". If you want to know when your character actually attacks(how often depends on the "attacks per round" stat) you should enable to hit rolls in the game options.
Stunned, sleeping, et.c. enemies are automatically hit(as evidenced by the fact that even if you have enabled to see the to hit rolls, no such rolls are made when attacking disabled opponents), or should at least be unless you are experiencing some weird bug. Feared, charmed or confused enemies however, are not.
Edit: Ranged weapons are different from melee weapons in that whenever you "see" an attack, the game is actually always making an attack.
There are no hit rolls displayed in such case (even if the option you speak of is turned on, obviously) and the attacks always hit, at least it seems so (if anyone can provide actual tangible proof of a miss, feel free).
The confusion, just like in other similar cases, is probably due to attack animations. They aren't always in sync with the actual hit.
You may confuse attacking animations of melee characters, they swing swing swing their weapons but each swing is not considered an actual attack.
edit: CdG against everything that can't defend themself and are usually are about to die hits always (-1 up to -10 HP)..but you shouldn't get the auto-hit against all disabled enemies with the basic attack combat concept in BGEE..
edit: The attack animation is no measurement at all, it's always a swing/stab independent of what weapon you are using in most cases. I can only speak for BG2 in that matter, but it got addressed by whole bunch of mods, as it does not make sense to stab/pierce with a morning star and similar.
It just gives you the feeling your character is at least doing something
But thanks to the BG2 engine, they are using as mentioned above, it's hard to give you an example of what the heck is going on. I currently am about to re-install BG2 (scs update...), so I can give you a screen later on of what the full combat roll is supposed to look or was in BG1 vanilla with a hidden parameter in the *.ini enabled. (it's more like a 2-liner then ^^)
In BG2 you can easily reach with/without grandmastery fix 6-10 ApR with whirlwind, but you won't see 6-10 swing per 6 second rule....it's more like 1 attack every 1.5 second.