BG2EE: Bug on level up to Level 10?
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Hi,
I am about to level up with my main character imported from BG1EE: Ranger-Stalker (to lvl 10) , Neera (to lvl 11) and with Anomen (to lvl 10).
I think there is a bug. Even though I am turning the game difficulty to minimum (so that I don't have to roll for the additional hit points) the result is the same:
For me, Ranger - Stalker:
- Backstab Multiplier increased by -1 (I had x4 before the level up, and remained with x4 after the level-up)
- Additional hit point gained 3 (even though it should be 15)
- Lore increased by 1
For Neera:
- Additional hit point gained 1 (even though it should be 4)
- Lore increased by 3
For Anomen:
- Additional hit point gained 2 (even though it should be 10)
- Lore increased by 1
So, even though the Backstab Multiplier is reported -1, it stays the same. That is ok then, I guess. But all the hit points distribution is wrong. Any idea? Is this a bug, or am I missing something.
Thanks.
I am about to level up with my main character imported from BG1EE: Ranger-Stalker (to lvl 10) , Neera (to lvl 11) and with Anomen (to lvl 10).
I think there is a bug. Even though I am turning the game difficulty to minimum (so that I don't have to roll for the additional hit points) the result is the same:
For me, Ranger - Stalker:
- Backstab Multiplier increased by -1 (I had x4 before the level up, and remained with x4 after the level-up)
- Additional hit point gained 3 (even though it should be 15)
- Lore increased by 1
For Neera:
- Additional hit point gained 1 (even though it should be 4)
- Lore increased by 3
For Anomen:
- Additional hit point gained 2 (even though it should be 10)
- Lore increased by 1
So, even though the Backstab Multiplier is reported -1, it stays the same. That is ok then, I guess. But all the hit points distribution is wrong. Any idea? Is this a bug, or am I missing something.
Thanks.
0
Comments
I really did not know about the fixed number of hit points
I currently have backstab 4X, so that seems fine then.
Back to gaming then
[Edited] : Dual classing, yes.
You mean dual classing not dual wielding, right?
Also, if you run a small party you'll get these levels back in no time - case in point, in my last run with a Fighter/Thief I hit the 8m exp cap by the end of SoA with a 3 person party (Anomen, Charname and Imoen) - all that talk that you'll never hit the level cap is utter ordure from degen... philistines who have never played the game to its fullest. (and I didn't even complete all the quests!)
Was that one fixed in EE? Only happened to me in trilogy when dualling Immy to mage. Thankfully an earlier save plus Shadow Keeper fixed that annoyance.
Let's take a look at a fighter dual classing to a mage.
Level 9 fighter (250 000)
Level 10 mage (250 000)
You'll be able to dual class soon as you only need 250 000 experience to reach level 9 fighter. And it'll be even easier to reach level 10 as a mage because it's only 250 000 and you can scribe scrolls.
Level 13 fighter (1 250 000)
Level 14 mage (1 500 000)
That's 1 250 000 experience before you'll be dual classing. That's 7 500 000 experience in a party of 6. You'll also have to get 1 500 000 experience to get to level 14 mage and get back your fighting abilities. that's another 9 000 0000 experience. So In a party of 6 you'll have to get 16 500 000 experience which would mean you're at the end of SoA before you get that. That's most of the game where you won't be powerful.
Dual classing at level 13 is for a person that wants to solo, play with a smaller party or waiting until ToB before you get powerful.
A swashbuckler should dual class at 10 instead of 15
Level 10 Swashbuckler (160 000)
Level 11 Mage (375 000)
You'll be able to dual class pretty much the moment you get out of Irenicus Dungeon. 375 000 experience isn't that bad and you'll get back your rogue skills very quickly.
Level 15 Swashbuckler (1 100 000)
Level 16 Mage (2 250 000)
That's 940 000 more experience before you can actually dual class and you'll need 1 875 000 more experience as a mage to get back your rogue skills. And this is for what exactly? 1 AC/Thac0 and Damage?
Unless you're playing solo, with a smaller party or totally focused on power gaming. Do yourself a favor and drop the ½ APR as a fighter and dual class at level 9 instead. You'll be able to use your character for most of the game instead of only the last 10-20%. And you should never dual class as a swashbuckler at 15 instead of 10. You'll get absolutely nothing other than 1 AC/Thac0/Damage which is not worth the additional 2 000 000 experience you have to get.
Also at level 10 as a swashbuckler with 18 dexterity you'll be able to have.
100 open lock
100 disarm trap
100 pick pocket
70+ points wherever you want them
You can put the last points on trap and you'll have everything you need. You won't need Hide in Shadow or Move Silent as you can't backstab. You'll not be needing any thieving points from level 10-15 so you're purely doing it for 1 AC/Thac0/Damage.
Well, to each their own, but I have to disagree with your opinion.
In the first case, yes, the maximum number of people I ever have in a party is 4, because any more than that and the party becomes extremely difficult to control, as well as having a high potential for redundancy - in fact, on my current playthrough with a Blade my party consists of only CHARNAME, Nalia>Imoen and Jaheira - which pretty much covers any outstanding necessities. In playing with such a party, you are likely to hit 3m XP by the middle of Act 3 if you do all of the good-aligned quests, which gives you plenty of time to harvest the fruits of your suffering, as well as the awareness that you are a more patient, and therefore more virtuous, person than those who dual class at earlier levels (tee hee).
Dual-classing at an earlier level as a fighter is going to make your THAC0 suffer unless you temporarily relinquish your casting through Tenser's Transformation, and even then you would also be making yourself inferior than a Multiclass, which can use their spells during combat with little to no restrictions, all while having the ability to gain more and pick from a wider range of HLAs as well as having several bonuses depending on their combination (FMTs are going to rape through the opposition by combining Dual-Wielding, Improved Haste, UAI for the Scarlet Ninja-To and Assassination.)
On Swashbuckling and Rogue Skills - It is true that Find Traps maxes out at 99 and Open Locks at 100, but that doesn't apply to pickpocketing, where scores as high as and possibly even beyond 200 (for the Deck of Many Things) become necessary to gain all the spoils a true winner would wish for, Set Traps, Detect Illusion and Stealth are all useless for a Mage or even a Fighter combination once the Book of Infinite Spells is acquired - to achieve a truly masterful level of thievery, one, with 19 Dexterity from the tome, would require 65 points in Open Locks, 84 in Find Traps, and 225 in Pickpocket which wraps up to... exactly 15 levels of Thief. Furthermore, the Swashbuckler, with Rogue Rebalancing, gains THAC0 equal to that of a Fighter, which becomes vital to hit enemies in ToB - and remember what I said earlier - for a Mage to achieve a high THAC0 they are usually required to temporary relinquish their own magical ability, which is not good since they could deliver counterspelling and party micromanaging, as well as saving your own ass with stoneskin, with their own ability - that -4 AC is also very good for achieving a manageable level of defense through the Epic Levels - that is, the difference between being hit 95% of the time and 70%, which also boosts your magical efficiency through making your Stoneskins and Illusions last longer.
So before you try to corrupt common knowledge which has been around for more than a decade with your own philistinic opinion, perhaps you should try to actually play the game to its fullest ("Minmaxing") before attacking my own statements.
The art, if not science, of Min/Maxing has been around since the inception of the first edition of Dungeons and Dragons - and that applies to its CRPGs and derivations - its own object of study is the utility of a Character in its medium, that is, the game. In hardcore Dungeon-Draconic circles, those who understand the intrinsic exploits of the system succeed, while the philistines who refuse to acknowledge such practices as a norm perish - amusingly much like real life, tee hee - food for thought. By denying yourself the gifts of knowledge you are regressing to the irrational and enchanted world we have long since abandoned, as taught by Max Weber, which puts you down to the level of prey in the system, which means you will inevitably perish without experiencing the mediums to their fullest. Such is the wheel that moves the world - refuse to acknowledge it if you wish - that way you'll make room to those more deserving of higher levels of awareness. The irrationals have never progressed humanity - only the most rational of their time contribute to the enhancement of the human species, and you have, by your own statements, made transparent that you have no desire to rationalization - a shame, really, but perhaps that's what it needs to be.
I think I can settle this:
Higher level dual=more powerful build as well as a larger pain in your ass. If you want to be incredibly powerful in the
Last 5 minuets of the game then dual at level 30. But it's a pain to get there.
Some Multiclass combinations are also exponentially more powerful than their Dual Class counterparts - the Cleric/Mage Master Race, for instance is capable of doing fearsome triggers and combine both of the Caster HLAs for maximum dominance over the dirty single-caster-class peasants.
And like I mentioned before, the FMTs is capable of delivering utter destruction to foes through the fearsome combination of UAI, Dual-Wielding with Scarlet Ninja-To, Improved Haste and Assassination for 10 fucking attacks at a 5 fucking multiplier for a maximum fucking up of the opposition.
I also don't think the game has any "Minuets" on it, nor do I think the developers were smart enough to know what a "minuet" is, hells, I even have my doubts that you know what a minuet is, but that is a tale for another time.
Once they reach 3m total exp, or 1m exp with each class.
I can tell you all that I am playing as an elf so I stick to Ranger until I finish the game.
Probably I will get a lot of disapprovements from you guys, but I never play multi or dual class, not to mention a human
My usual classes are:
Elf - Ranger,
Dwarf - Fighter,
Halfling - Thieve,
Elf - Thieve,
Halfling - Assassin,
Elf - Blade,
etc....
Nah, I'm a big fan of multis and rarely dual class ('cos I don't like playing humans much and find the process tiring) but once you get your levels back, duals are generally better.
In a class combo involving a fighter part and a mage part, the fighter HLAs don't matter much. You don't need GWW when you have Improved Haste and you don't need Hardiness when you PfMW, Stoneskin, etc. This leaves Critical Strike which is good, but I'd rather have Kai from a Kensai which works on everything tbh.
When you factor in Kensai or Berserker Rage bonuses and grandmastery bonus, duals at 13 to mage or thief aren't behind much in terms of thac0, do more damage and can more easily generate more attacks, so they aren't behind much on the fighter side and will be ahead on the mage/thief side.
A C/M multi is good when it gets going. But consider by the end of SoA you probably have a single level 7 slot, that's a single Spell Sequencer. You don't get a level 9 spell (i.e. a CC) until 6m exp. I don't rate it until ToB and a single class arcane caster wipes the floor with it frankly.
FMTs are a little different in that you have three classes as opposed to two but I'd say it comes down to this:
- You have mage levels, therefore you are more powerful than duals (or multis) not involving a mage.
- You have some slow ass leveling, therefore you are less powerful than duals (or multis) involving a mage.
By the way you can't backstab with SNT. You could give a FMT Belm and Kundane but that's a waste of resources IMO and you would be better off sharing them out.