Sturdy or not? Maximum damage from one hit recieved
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
Recently while playing BG:EE on the insane difficulty with SCS installed I have begun to wonder how much damage an enemy can inflict in one hit.
I have Yeslick in my party with 56 HP and -6 AC, wearing a helm, so he rarely gets hit, but when he does, it seems hard. While fighting against a flesh golem in a famous cave he became "near death" from one hit - 50 HP went away in one hit, only one.
It's maximum so far but I expect even more from bosses. I think enemy thieves due to their multipliers can inflict insane damage too but this is the different story. When you see a thief becoming invisible you prepare for backstabs but coming into a fight with maximum health (and not little) it's hard to expect to be one-hitted.
Let's share stories about insane critters by enemies who confront your parties in BG:EE.
It will be fun to hear these stories but I have a practical interest too, because I want to know what to expect - having a tank in every armor available doesn't decrease the amount of damage taken when an enemy has a successful attack roll, and even if he's fully cured it's not a guarantee he won't die from one hit. Of course, the insane level increases this damage but I just can't lower the difficulty I'm used to.
Here or there you hear about "permadeath" runs, no-resurrection runs and so on. I like them. And one of the most important questions on these runs is an ability to survive. It would be great to know how much HP is needed for a tank not to die from one hit so that the question of reloading or ending run (ending this NPC's run in particular in your party) does not appear. I'm especially interested in information regarding BG1:EE.
I have Yeslick in my party with 56 HP and -6 AC, wearing a helm, so he rarely gets hit, but when he does, it seems hard. While fighting against a flesh golem in a famous cave he became "near death" from one hit - 50 HP went away in one hit, only one.
It's maximum so far but I expect even more from bosses. I think enemy thieves due to their multipliers can inflict insane damage too but this is the different story. When you see a thief becoming invisible you prepare for backstabs but coming into a fight with maximum health (and not little) it's hard to expect to be one-hitted.
Let's share stories about insane critters by enemies who confront your parties in BG:EE.
It will be fun to hear these stories but I have a practical interest too, because I want to know what to expect - having a tank in every armor available doesn't decrease the amount of damage taken when an enemy has a successful attack roll, and even if he's fully cured it's not a guarantee he won't die from one hit. Of course, the insane level increases this damage but I just can't lower the difficulty I'm used to.
Here or there you hear about "permadeath" runs, no-resurrection runs and so on. I like them. And one of the most important questions on these runs is an ability to survive. It would be great to know how much HP is needed for a tank not to die from one hit so that the question of reloading or ending run (ending this NPC's run in particular in your party) does not appear. I'm especially interested in information regarding BG1:EE.
Post edited by JuliusBorisov on
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The highest number I've ever seen though was from a Pit Fiend, which due to some weird bug/mod conflict (or so I assume) put up a disease ticking for 9999 damage.
Or you could have a mage cast Mirror Image and Stoneskin and just laugh at the pitiful mortals trying to damage you.
In bg2 if you have a ranged weapon and get backstabbed by a high lvl enemy, the +4 to damage gets modified too, if its a critical hit it gets doubled again, for easily 100+ points of damage. (On core difficulty) so everyone should switch to melee weapons when backstabbers are around. In bg:ee having a ranged weapon equipped gives the melee attacker +4 to hit but no damage bonus, if the target is unarmed (unless monk, monks are never unarmed) +4 to damage kicks in too. That's why you can do 7-8 damage with a dagger to an unarmed nobleman or commoner.
I think flesh golems are kinda bugged, in pnp they are supposed to do 2-16 damage per hit, due to their massive strength. Bg gives them 2d8 weapons AND a 19 strength, so they do 2d8+7 damage with each hit:which is 9-25 damage. In your case Yeslick suffered a full damage of 25 which got multiplied by 2 due to insane difficulty.
Avoid fighting when fatigued, it affects the enemy's damage rolls so you suffer more damage from spells and weapons:it adds a +1 minimum damage per each certain time spent you are fatigued. So the longer you are fatigued the more chance you take maximum damage from enemy spells/attacks.
It seems playing on the insane difficulty means I just will have to either resurrect a fallen NPC or to reload - it's a question of time. And if the main character can't cast Ironskins or Stoneskin (due to not having sufficient level or not being a caster) he mustn't be a melee fighter in order to survive a no-reload run. The solution can be lowering the difficulty but it will mean that in general enemies will hit for less damage thus making it more simple and the constant need to use healing potions and spells will go away...
Also fatigue doesn't stack in BG. It's a flat -1 luck penalty.
"Don't worry, these stormtroopers have almost no chance to hit you...except four of them just rolled 17 or better." I believe the Daystar version has a save or die for undead, and since undead are immune to the "auto-kill" effect, it deals a ridiculous amount of damage instead.
He'd chugged a potion of absorbtion, but 50% melee damage resist made him all but unkillable.
Personally, I'd love a game where enemies have *a lot* more HP. I'm talking a factor of 5 at least, possibly even 10. *That* would put some meat on the table for once!
Basically, it's the difference between betting 5 bucks in Vegas and betting your car. Even if the odds are the same and the payoff is proportional, most people would be fine betting 5 bucks and wouldn't ever bet the car.
Now, you're right that eventually the proportional difference lessens. You might always have 20 less hp, but that matters a lot more when you have 40 hp than when you have 120. The problem is that a) it never actually goes away, it just becomes a smaller proportion, and b) it's most damaging during the very parts of the game that are most difficult anyway.
That said, I'm not really trying to argue that random hp rolls are bad. I'm just trying to argue that they're a fundamentally different kind of risk than random attack/damage rolls.
You are right, it is 1/27. That means that rolling all rolls better than 2 is 26/27 or ca. 96.3 %.