so... cow falls on target?
Ygramul
Member Posts: 1,060
How dangerous is this "wild" magic then?
Let's say I play a no-reload game and I play very conservatively (e.g. no casting *anything* in crowded towns).
How is the cumulative risk?
What if the wild mage is the PC?
What if it is Neera?
And, also just how much damage does falling cow do?
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Comments
There are bad surges, like those I mentioned above. There are neutral surges, which has no important effect (color change, what was that over there, sex change, explosion that does nothing) and there are a few good surges as well (spell cast at double level, no saving throw, spell cast twice, spell cast and I feel refreshed)
** Over the course of an entire BGEE no-reload run, what are the odds that you will loose a game that would have successfully completed otherwise solely because someone (or you) is a wild mage?
Incidentally, is the Cow fixed damage or level dependent? Is being held etc. affected by saving throws rings of free action etc.. If that is the case catastrophic failure (TPK) risk must begin to diminish at higher levels? Is this true?
The random 5% chance roll is completely random and doesn't get any modifiers unless your happen to have a Chaos shield cast (very unlikely given the extremely short duration and the ridiculously small chance of a random surge).
I'm reasonably sure the cow's damage is based on the level of the spell you attempted to cast + caster level.
Though sometimes, due to the random casting animation, you'll shoot a cow at someone to buff them, since that's a possible animation choice.
If an effect replicates the effect of a spell that allows a save, you generally get a save, unless it specifically says otherwise. Though some of the more random unique stuff like hiccups, sex change, gold loss, etc, generally don't.
Generally speaking, it is not very likely. But the more important question, I think, would be whether you personally think that the upsides of a Wild Mage are worth the potential grief in case of that freak accident, especially if playing a No-Reload-Challenge.
Wild surges do in fact diminish in their danger the higher you go. I believe the caster's level is added in there somewhere (assuming they are in fact a Wild Mage), and there's also Chaos Shield/Nahal's that add bonuses to the wild surge roll.
I'm not asking for numerically accurate statistical analysis. Someone who has played a wild mage all the way through can probably say with some confidence:
"There is no way you can expect to complete a game without Total Party Kill due to wild magic."
VS
"If you play carefully you'll probably survive wild magic effects more likely than not."
(Keep in mind we are talking no-reload here.)
In case I am misunderstood, I do not even for a moment think wild mage as a powergaming choice. So, it's 'advantages', as it were, are not important to me.
What I wonder is if their *disadvantages* are an almost guanrateed game-killer (for no-reload).
BUT the chance of Total Party Kill or Protagonist Kill (which would end a no-reload game) would be significantly lower IF one choose to cast conservatively (i.e. no casting in town, no buffing the protagonist etc. with the wild mage).
Also, I would expect that having Neera as wild mage should be significantly less risky than having the charname as wild mage for a no-reload game.
Any thoughts?
No. Statistics does not imply some persistent unreliability. Over a long time frame with repeated samples (read: a full BGEE game) one should reliably say (repeating myself here):
"There is no way you can expect to complete a game without Total Party Kill due to wild magic."
VS
"If you play carefully you'll probably survive wild magic effects more likely than not."
Has no one taken a wild mage over an entire game?
Thanks @hwlrmnky for a clear answer!
That's what I was afraid to hear. No-reload is only fun as long as you loose because you did something stupid, not because Arnie (RNG, the Random Number God, for Nethackites out there) doesn't like you.
Okay, bonus question:
On the wild surge table, The Cow only falls on target. What if Neera specializes as an offensive-only mage (casting self-buffs only alone, out of combat, not standing next to charname).
(non-ambush only!)
A thief scouts ahead, finds enemies. Neera walks ahead and opens up with a nuke (or sleep or what have you). Having softened the targets, she retreats, behind party. Casts more spells only when distanced from party members and only when target is distanced from charname.
You see that this is not a powergaming choice. The challenge is: "can you survive a wild mage at all in a no-reload run?"
Frankly, In BG2, wild surges are manageable. You can screw a fight by messing a key spell, but you can adapt your gameplay. Be careful, as your contingencies are NOT reliable ! (a wild surges as occured to me several times on release).But no real big deal, in the end. The odds to (insta) kill yourself are very low (but still present), if you take care of your saving throws, and that's quite easy with the abundance of gear.
Now, to BG1... You've got some bad saving throws. The squirrel transformation has happened to me as soon as Beregost and it was..tadaaa... game over (this is how i dicovered polymorph others is now an insta kill, by the way). If Neera is your wild mage, with careful playing you'll probably survive (but probably not her, though ), if it's you... I can't say there's no way for you to live, but each time you'll cast a spell you will be VERY nervous. If it's the way you like, you 're good to go, just avoid casting on yourself, and prepare for some fireballs effects on yourself at least.
Death is a rare occurence but... i think it happened to me at he rate of... one game on three. So, let's say you've got 33% chance of killing yourself on a whole game. So, for a solo AND no-reload playtime, frankly, it's up to you but you will very probably die by messing spells or killing yourself outright.
Wild mage is imo a very enjoyable class, but you must be quite an hardcore player to play it no-reload. D20 systems are very, very random, and wild magic makes things worse.
I never play solo and I doubt I would make charname itself a wild mage for first try on no-reload. So, the issue becomes: can Neera be survived?
Does the squirrel transformation kill the caster irreversibly? (i.e. can I resurrect Neera if she squirrels herself to death?) Is there a saving throw against polymorph? (wild surge table is not very informative on that.)
I think sometimes the failures create interesting tactical challenges, and it would be good bragging rights for winning anyway. But sometimes it just makes a mess of things, and it's not your fault, and you can't fix it. The risk of extreme frustration in a no reload game old be very high!
I don't know if you can raise Neera. I think it depends on the difficulty you're playing. Polymoph others seems now to make characters explode, rewards you with the xp for the kill (if any), drop the loot on the ground like a regular bloody death, and spawn a neutral squirrel. Her quest reward her with a good belt against this nasty outcome, ( and should work against petrify, too).
But don't forget Neera can polymorph YOU in a buffing attempt
reference:
http://www.planetbaldursgate.com/bg2/character/classes/tables/wildsurge.shtml
(I assume here a proposed playstyle of Neera being an offensive-only mage for a no-reload game. Thus, e.g., there is no chance of cow-on-party because she will never cast buffs on anyone. Basically, Neera plays as if every spell she casts could be accompanied by a Fireball.)
legend:
- : danger to caster
% : nuisance (but won't kill anyone)
+ : moderate danger to whole party (e.g. fireball on caster)
* : severe danger to whole party (could become TPK or require running away from a winnable fight)
[1-100: mild outcomes ignored]
6 +
14 -
16 -
19 +
21 +
22 -
31 +
47 -
48 +
54 * (demon)
----
ANALYSIS:
IF the following is kept up vigilantly:
- Neera never casts buffs on others, never casts spells in town, refrains spell use in tight ambushes.
- Neera has Chaos Shield whenever possible
- Party always has Prot from Evil going (if at early levels and a Gate appears... RUN!)
THEN
the only major dangers are possible Fireball-like effects on party 3/100 times on a wild surge (19,21, maybe 31). So, a 0.05 x 0.03 = 0.0015 chance.
CONCLUSION:
With a *very* conservative play style, Neera can be reliable survived.
(Now, challenge to myself here is to actually finish a no-reload (SCS, of course) game with Neera.)
Maybe i was lucky with the bad surges or maybe chaos shield helped but didn't have really bad surges.
"The cow goes ... 'Moo!'"
I suspect you are correct that restricting Neera to offensive spells would increase your chances of survival. I think there is a bias in the programming; I find I am more likely to get a negative surge when not already engaged in combat (buffing, alignment checks, invisibility casts, etc.) If you are the sort who likes to poke around in the code, I'm curious to know whether this is just my impression or actually true. Trauma being especially memorable 'n' all.
I'd guess that what we are seeing is a mix of 1. 'confirmation bias' and 2. bad random number generator
1. simply put, you remember catastrophic things more vividly
2. I'm pretty sure the BG random number generator is one of the low quality ones (i.e. a lot of correlated rolls): people constantly complain failing to memorize spells repeatedly or critical failures again and again. It seems that over many many rolls things are balanced, but there are repeated correlated rolls that ain't.
COROLLARY: Every once a year you are gonna have a really really bad day where Neera calls in a demon and then sex changes YOU in front of it after paralyzing you and the whole party.
If using Chaos Shield with level 5+ if you use Nahal's Dweomer your odds of casting the spell (or something similar) successfully to offensive target is about ...
30-35%
(~10-15 'good' rolls out of 100 + (15+(5+)) shift for the Dweomer itself)
... at a risk of about 3% catastrophic failure per cast.
CONCLUSION:
Nahal's Reckless Dweomer is too reckless to cast -- at least until you can use advanced Chaos Shield in BG2 for lvl 17+ where your successful cast chance ~50%+ with catastrophic failure rate basically zero (for offensive casting).
i.e. past lvl 17, a carefully played wild mage who has a Ring of Wizardry (double the first lvl spells) has about 10 extra lvl 9 spells to be cast with more than even chance, with very little failure.
This is a significant advantage over any other mage.
I speculate that Neera will mature into a powerful character in late BG2EE -- if she survives!