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Stealing in Stores - Questions (spoilers)

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  • TJ_HookerTJ_Hooker Member Posts: 2,438

    guston said:

    The Naskel store has a base failure chance of 20%, so it reduces your effective Pickpocket skill by 20 points (your pickpocket chance would be 50%, before any other penalties), then you have to contend with whatever penalties the item you're stealing applies (these I don't know for sure exactly aside from the fact that they exist).

    But the max Pickpocket chance you can have is 95% after all modifiers, and lowest is 5%, so even with a the maximum possible Pickpocket skill without wrap-around, you are never guaranteed to steal.

    What if you cast a luck spell before trying to steal?
    Wouldn't that just add 5% to your Pick Pockets score?

    I'm not sure, but it relates to something that I've wondered about Luck. It says that it increases all your rolls by one. The important part is that IIRC the wording of the spell seems like it actually increases the value of the base roll, rather than just acting as a modifier after the fact. This has a rather huge implication in that this would effectively elminate the possibility of a critical failure/miss (every 1 becomes a 2). I had never thought of it with regards to thieving skills before though; I had only considered it's effect in combat (it would also increase the chance of a critical hit). I could easily be mis-interpreting the spell though, and even if I'm not, this seems like the kind of thing that wouldn't have been implemented anyways (i.e. I think it much more likely that they just implemented it as a +5 modifier to thief skills, +1 to attack rolls, etc).
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    TJ_Hooker said:

    guston said:

    The Naskel store has a base failure chance of 20%, so it reduces your effective Pickpocket skill by 20 points (your pickpocket chance would be 50%, before any other penalties), then you have to contend with whatever penalties the item you're stealing applies (these I don't know for sure exactly aside from the fact that they exist).

    But the max Pickpocket chance you can have is 95% after all modifiers, and lowest is 5%, so even with a the maximum possible Pickpocket skill without wrap-around, you are never guaranteed to steal.

    What if you cast a luck spell before trying to steal?
    Wouldn't that just add 5% to your Pick Pockets score?

    I'm not sure, but it relates to something that I've wondered about Luck. It says that it increases all your rolls by one. The important part is that IIRC the wording of the spell seems like it actually increases the value of the base roll, rather than just acting as a modifier after the fact. This has a rather huge implication in that this would effectively elminate the possibility of a critical failure/miss (every 1 becomes a 2). I had never thought of it with regards to thieving skills before though; I had only considered it's effect in combat (it would also increase the chance of a critical hit). I could easily be mis-interpreting the spell though, and even if I'm not, this seems like the kind of thing that wouldn't have been implemented anyways (i.e. I think it much more likely that they just implemented it as a +5 modifier to thief skills, +1 to attack rolls, etc).
    I may try to investigate the spell in NearInfinity, though it can be difficult to figure things out using this
  • CTKnightOwlCTKnightOwl Member Posts: 88
    edited January 2013
    I hope they fix the steal from store exploit when they make BG2:EE. It was too tempting to make the game too easy by aquiring potions of master thievery and then getting PP up to over 200%. The steal/sell/steal/sell loop needs to be addressed as well. You can essentially have infinite gold without the CLUA console. I would have to play "code of honor" to make it more challenging.

    ok back on topic.

    I believe any pickpocket value over 255 counts for x - 255 where x is your PP percentage. I noticed while playing BG2 that I was failing a LOT with a pickpocket value of 285.

    Also, don't forget to remove your studded leather armor before you make the attempt. It imposes a penalty on your PP %
  • JalilyJalily Member Posts: 4,681
    @CTKnightOwl It doesn't; only the penalties for hide armor and elven chain were ever implemented.
  • TheCoffeeGodTheCoffeeGod Member Posts: 618
    Jalily said:

    It doesn't; only the penalties for hide armor and elven chain were ever implemented.

    Hmm, didn't know that...
    Can we put in a request to have the rest of the armor penalties to get implimented?

  • DeeDee Member Posts: 10,447
    The request has already been made, but implementing it would rather significantly affect the game's existing balance, which means it's not likely to be done.

    There are a number of mods that do implement it, though.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Aka, people don't want legitimate nerfs. Thieves are already ridiculously more powerful then they are in PnP, so it wouldn't hurt them at all to have proper penalties. That, or remove the penalties on hide and elven chain.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    BTW I only recently found out (for dual or multi fighter or clearic thieves and Bards, who are the only ones who can wear it) that Drizzt's +4 Mithril Chain Mail allows thieving skills to be used and at *no* penalty! BTW it doesn't allows casting like elven chain and isn't wearable by single class thieves and mage/thieves like the elven chain, though.

    NB: does anyone know if if either of the Melodic Chain +3 and/or the Jester's Chain +4 allow a Bard to use his/her Thieving Skills (i.e. pickpocket)? I know only that of these two, only the melodic chain allows a Bard to cast spells.






  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited January 2013
    Jalily said:

    @CTKnightOwl It doesn't; only the penalties for hide armor and elven chain were ever implemented.

    This thief-wearable magic armour in BGEE also gives a penalty to thieving skills:


    +2 Rugged Leathers
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