The C/R come with many powerful spells that will help you early on and into mid-game. Insect plague, stoneskin, conjure fire elemental and other helpful things. It's silly to have 4 mages and no druids.
I agree that the F/M/T is a great character in a full party if he's your only thief. But when you're running with another thief and have that many mages to start with, he really isn't that good. A F/M/C won't be good in a team of 6, it just won't happen. While he can be useful there is always a better option.
We all have different teams we prefer to play with, and that's fine.
My team would be the following, and this is with SCS in mind.
The C/R come with many powerful spells that will help you early on and into mid-game. Insect plague, stoneskin, conjure fire elemental and other helpful things. It's silly to have 4 mages and no druids.
I agree that the F/M/T is a great character in a full party if he's your only thief. But when you're running with another thief and have that many mages to start with, he really isn't that good. A F/M/C won't be good in a team of 6, it just won't happen. While he can be useful there is always a better option.
We all have different teams we prefer to play with, and that's fine.
My team would be the following, and this is with SCS in mind.
It's a very strong team early on and will be so for the rest of the game.
looks strong indeed, i hate insect plague, i always run away from it ! This team is much more realistic than mine but i warned i played them solo first and its an "ideal" team
I think one Cleric is enough in a party for the buffing, so if there is a C/R in the team, I think your Berserker => Mage (I guess dual at 9 in a full party) will be indeed superior to my F/M/C, plus the Berserker is very strong alone, not like the Kensai which can be hard to carry through BG1. Good idea !
But I will stay with a Blackguard, I think Poison Weapon is easely in my top 3 of most absurdly strong ability in the entire game and they can still cast priest spells like Armor of Faith (reaching 85% physical damage reduction with HLA and DoE) / DUHM. And the F/M/T could use Carsomyr with UAI.
I think one Cleric is enough in a party for the buffing, so if there is a C/R in the team, I think your Berserker => Mage (I guess dual at 9 in a full party) will be indeed superior to my F/M/C, plus the Berserker is very strong alone, not like the Kensai which can be hard to carry through BG1. Good idea !
But I will stay with a Blackguard, I think Poison Weapon is easely in my top 3 of most absurdly strong ability in the entire game and they can still cast priest spells like Armor of Faith (reaching 85% physical damage reduction with HLA and DoE) / DUHM. And the F/M/T could use Carsomyr with UAI.
It should be pretty good ! I'll probably try this one in Black Pits.
It really comes down to opinion here, we have pretty much the same team with the exception of our paladin kits. You could let the Berserker reach level 13 in this party as you have the paladin and C/R as melee powerhouses so you won't need to gain his berserker abilities back that quick. It's either 9 or 13 depending on personal preference.
ok guys lets start a multi then ! i'll pick the berseker/mage ! and i'll chain cast lvl 1 magic missiles in town while you'll buy fancy stuff, hoping to get the cowled wizards chasing us for xp and scrooooolls to write/delete/write again ! muahaha
Also i'll probably kill the skald several times while in berserker state !
105% melee resist is worthless if you fail a save vs. disintegrate or power word kill or whatever and offers no elemental or magic damage protection
Elemental resistances aren't an argument either, for much the same reasons. If you really NEED the resistances for an encounter, you'll swap in the appropriate gear - but you'd do that anyway, regardless of setup.
I'm really not sure what you are trying to say there. Damage resistance is likely the best way to defend your "tank" at high levels. By the way, pushing physical damage resistances over 100% should result in you getting healed by attacks, same as with elemental resistance!
You cant get past 100 physical damage resistance, therefore you dont get healed by being hit, never.
105% melee resist is worthless if you fail a save vs. disintegrate or power word kill or whatever and offers no elemental or magic damage protection
Elemental resistances aren't an argument either, for much the same reasons. If you really NEED the resistances for an encounter, you'll swap in the appropriate gear - but you'd do that anyway, regardless of setup.
I'm really not sure what you are trying to say there. Damage resistance is likely the best way to defend your "tank" at high levels. By the way, pushing physical damage resistances over 100% should result in you getting healed by attacks, same as with elemental resistance!
You cant get past 100 physical damage resistance, therefore you dont get healed by being hit, never.
You can get over 100% crushing resistance thanks to a certain helm, so it's possible to get healed from hits.
105% melee resist is worthless if you fail a save vs. disintegrate or power word kill or whatever and offers no elemental or magic damage protection
Elemental resistances aren't an argument either, for much the same reasons. If you really NEED the resistances for an encounter, you'll swap in the appropriate gear - but you'd do that anyway, regardless of setup.
I'm really not sure what you are trying to say there. Damage resistance is likely the best way to defend your "tank" at high levels. By the way, pushing physical damage resistances over 100% should result in you getting healed by attacks, same as with elemental resistance!
You cant get past 100 physical damage resistance, therefore you dont get healed by being hit, never.
You can get over 100% crushing resistance thanks to a certain helm, so it's possible to get healed from hits.
No you cant i tried already, you can't go further than 100 and hits do not heal you, it says that you are immune to the damage.
105% melee resist is worthless if you fail a save vs. disintegrate or power word kill or whatever and offers no elemental or magic damage protection
Elemental resistances aren't an argument either, for much the same reasons. If you really NEED the resistances for an encounter, you'll swap in the appropriate gear - but you'd do that anyway, regardless of setup.
I'm really not sure what you are trying to say there. Damage resistance is likely the best way to defend your "tank" at high levels. By the way, pushing physical damage resistances over 100% should result in you getting healed by attacks, same as with elemental resistance!
You cant get past 100 physical damage resistance, therefore you dont get healed by being hit, never.
You can get over 100% crushing resistance thanks to a certain helm, so it's possible to get healed from hits.
No you cant i tried already, you can't go further than 100 and hits do not heal you, it says that you are immune to the damage.
Is this in BG2EE or the original game? I remember it would have healed me, but i might be wrong.
its EE , i dont know about previous versions i cant remember but i dont think so. I might be wrong as well
Fire resist is probably the best elemental protection to heal up and to have, there are a few occasions in the game where having 127% resist is a pretty good tactic, harbinger + fireball + incendiary cloud + pool of fire = win !
Dunno if you can have 127% poison resist, anyone know ? i was wondering but i dont think so, its either the ring of gaax or the amulet wich provide immunity but thats it.
Maybe they changed this when they introduced the Dwarven Defender because he could use Defensive Stance + Hardiness, but when BG2:EE came out, they decided (rightfully so) to prevent the stacking of the two abilities. I don't know !
yea maybe, probably why you cant dual a barbarian also, you could reach 100% dmg resist at all time (almost) if dualed to cleric.
nb: no i am wrong you'd have to be multi for hardiness.
You can with BG2tweaks dual class a barbarian if you want. But as you mentioned you would only be able to reach 100% if you got HLA for the barbarian before dual classing.
20% Barbarian 40% Hardiness 20% Armor of Faith 20% Defender of Easthaven.
You could dual a very high level Barbarian (20+) to have both the innate damage reduction + Hardiness.
20%+40%+25%+20%
105% hence why barbs are not allowed to dual or multi. if i had to change the core rules i'd go with a berseker/dragon disciple/cleric with boo's head as pommel for my sword !
No you cant i tried already, you can't go further than 100 and hits do not heal you, it says that you are immune to the damage.
Of course you heal if you have more than 100, just tried even in EE.
I tried three times actually, i am supposed to have 130% crushing resistance, yet my character's sheet says otherwise, 100, then i equip two crushing weapons on another toon and start bashing, the game says "you are immune to the damage", elemental procs still trigger and do damage. Unless i am missing something you are confusing with elemental damage. And no i was not healing on hit even through i was not full health on purpose, and i paid close attention to my health points to make sure 100% about this, maybe i am missing something huge here !
The "You are immune to the damage" massage is normal, since it reflects exactly what your char is: immune to that source of damage.
No, I'm not confusing. There's no distinction between "elemental" and "physical" as regards the damage system, they are just sources.
Res < 0 means that you suffer more damage from that source Res > 100 means that you heal for a 1% to 27% of the damage you were supposed to receive
ok but then why i dont heal up ingame when trying out ? This is nonsense, i get healed from something i am immune to but in the end i dont heal up because i am immune to the damage ? hehe
and why the game does say 100 and not 127 ? you are confusing me sir ^^
You don't heal because you don't have more than 100.
Now I check if my cap is 127 because of a mod or something. Sec, I run a clean BG2:EE and test it.
i tried with a F/M/C and Dwarven Defender, both same evidence of 100% cap and not 127. And i also tried like 1 hour ago before posting to be sure, again with a F/M/C so i guess its not a bug character related or something, i dont have any mods installed.
127 is the normal cap for items/spells coded to ADD resistance. 150 is the engine cap and you need the spell/item to SET at 150 or any higher than 127. It's the same for all the IE games, still not sure about IWD2 as I never played it.
127 is the normal cap for items/spells coded to ADD resistance. 150 is the engine cap and you need the spell/item to SET at 150 or any higher than 127. It's the same for all the IE games, still not sure about IWD2 as I never played it.
Not sure what you mean, just open the game and check by yourself, its 100 not 127 for physical damage, i dont see why they couldn't have implemented something different for physical damage.
127 is the normal cap for items/spells coded to ADD resistance. 150 is the engine cap and you need the spell/item to SET at 150 or any higher than 127. It's the same for all the IE games, still not sure about IWD2 as I never played it.
No, if you set anything higher than 127 with EEK, for example, it wraps around to a negative number.
127 is the normal cap for items/spells coded to ADD resistance. 150 is the engine cap and you need the spell/item to SET at 150 or any higher than 127. It's the same for all the IE games, still not sure about IWD2 as I never played it.
Not sure what you mean, just open the game and check by yourself, its 100 not 127 for physical damage, i dont see why they couldn't have implemented something different for physical damage.
So, I made some tests with a clean install. Funny what I found: if I set my char with 99 res in Slashing with EEK, then in game use Hardiness/equip a DoE, my res rises over 100. But if I start from 0 it reaches max 100, as you said. Therefore, I guess that it is possible to breach the 100 cap just by having some stackable points as innate resistances. Like Haer'Dalis, for example.
I also checked if the Hell trial helps in this, but it just adds an effect.
Comments
I agree that the F/M/T is a great character in a full party if he's your only thief. But when you're running with another thief and have that many mages to start with, he really isn't that good. A F/M/C won't be good in a team of 6, it just won't happen. While he can be useful there is always a better option.
We all have different teams we prefer to play with, and that's fine.
My team would be the following, and this is with SCS in mind.
Inquisitor
Skald
Sorcerer
C/R
F/T/M
Berserker -> Mage
It's a very strong team early on and will be so for the rest of the game.
But I will stay with a Blackguard, I think Poison Weapon is easely in my top 3 of most absurdly strong ability in the entire game and they can still cast priest spells like Armor of Faith (reaching 85% physical damage reduction with HLA and DoE) / DUHM.
And the F/M/T could use Carsomyr with UAI.
So my team would be :
Berserker 9 => Mage
F/M/T
C/R
Sorcerer
Blackguard
Skald
It should be pretty good ! I'll probably try this one in Black Pits.
Also i'll probably kill the skald several times while in berserker state !
Fire resist is probably the best elemental protection to heal up and to have, there are a few occasions in the game where having 127% resist is a pretty good tactic, harbinger + fireball + incendiary cloud + pool of fire = win !
Dunno if you can have 127% poison resist, anyone know ? i was wondering but i dont think so, its either the ring of gaax or the amulet wich provide immunity but thats it.
nb: no i am wrong you'd have to be multi for hardiness or make a cleric/barb.
20% Barbarian
40% Hardiness
20% Armor of Faith
20% Defender of Easthaven.
20%+40%+25%+20%
if i had to change the core rules i'd go with a berseker/dragon disciple/cleric with boo's head as pommel for my sword !
I tried three times actually, i am supposed to have 130% crushing resistance, yet my character's sheet says otherwise, 100, then i equip two crushing weapons on another toon and start bashing, the game says "you are immune to the damage", elemental procs still trigger and do damage.
Unless i am missing something you are confusing with elemental damage.
And no i was not healing on hit even through i was not full health on purpose, and i paid close attention to my health points to make sure 100% about this, maybe i am missing something huge here !
The "You are immune to the damage" massage is normal, since it reflects exactly what your char is: immune to that source of damage.
No, I'm not confusing. There's no distinction between "elemental" and "physical" as regards the damage system, they are just sources.
Res < 0 means that you suffer more damage from that source
Res > 100 means that you heal for a 1% to 27% of the damage you were supposed to receive
This is nonsense, i get healed from something i am immune to but in the end i dont heal up because i am immune to the damage ? hehe
and why the game does say 100 and not 127 ? you are confusing me sir ^^
Now I check if my cap is 127 because of a mod or something. Sec, I run a clean BG2:EE and test it.
And i also tried like 1 hour ago before posting to be sure, again with a F/M/C so i guess its not a bug character related or something, i dont have any mods installed.
It's the same for all the IE games, still not sure about IWD2 as I never played it.
Funny what I found: if I set my char with 99 res in Slashing with EEK, then in game use Hardiness/equip a DoE, my res rises over 100.
But if I start from 0 it reaches max 100, as you said.
Therefore, I guess that it is possible to breach the 100 cap just by having some stackable points as innate resistances.
Like Haer'Dalis, for example.
I also checked if the Hell trial helps in this, but it just adds an effect.
Pity