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Myrag said:DD protagonist with 25% DR from pocket plane, 20% innate, 50% defensive stance and 3% helmet would reach nice 98% DR for pretty much duration of the encounter without using DoE, maybe I should give it a go.
DD protagonist with 25% DR from pocket plane, 20% innate, 50% defensive stance and 3% helmet would reach nice 98% DR for pretty much duration of the encounter without using DoE, maybe I should give it a go.
semiticgod said:If you have a v2.5 install, the most recent update, I think LoB also grants -10 AC to enemies
If you have a v2.5 install, the most recent update, I think LoB also grants -10 AC to enemies
semiticgod wrote: »
@hugin7: Welcome to the forums! I'm not sure if the +12 levels came from last year's patch (if that's the v2.5 update, I thought the only change was the -11 AC), but it does pose a serious problem for dispelling issues.
A lot of it depends on which SCS component you have installed. If Inquisitors in your install dispel at their own level, they'll almost never succeed at dispelling enemy spells. If they dispel at 1.5x or 2x, though, they will max out a level 40 Dispel Magic at levels 27 or 20, respectively. That would still be a 95% or 100% success rate against level 18 opponents in LoB mode, and it would be a decent shot at handling a fair number of critters in ToB. Earlier in the game, Dispel Magic would be fairly dicey depending on where you are.
Still, SCS spellcasters often buff with SI: Abjuration, and since the Rod of Reversal takes down higher-level spell protections first, you'd need a mage or bard for anti-magic spells even in non-LoB SCS. If you have a few mage levels in the party, a stream of anti-magic spells and Breach could be more reliable than an Inquisitor.
semiticgod wrote: »
@Myrag: Nope. Auto-pause stuff is hard-coded.
For a fighter/mage, you can count attack rolls and use them to time your spells. A fighter/mage with 4 APR casting a spell with a casting time of 5, for example, would cast the spell, make two attacks, and then be ready to cast the next spell. A single-classed mage could count a single attack roll from a sling or something, but since the sling would have little impact, you could always just order the mage to cast their next spell right after they finish the previous one, and let them begin casting whenever it is that their aura is clear.
Or you can download the Jimfix mod, which gives notifications in the dialogue box for when spells are about to expire. That wouldn't give you the exact same thing as an "aura clear" auto-pause, but it does help you optimize lots of other things. For instance, a PFMW would say "Protection from Magical Weapons expires in 12 seconds" after 2 rounds have passed, then "Protection from Magical Weapons expires in 6 seconds" after 3 rounds have passed, and when it finally wore off, it would say "Protection from Magical Weapons has expired."
The spell notifications stack, so if you cast two PFMW spells one after another (say, to make sure you had a clear aura 4 rounds into the future), you would get notifications for both PFMW durations, including a message saying it expired when the first PFMW wore off, even if the second PFMW is still active.
The notifications appear when the remaining duration is 120, 60, 30, 12, and 6 seconds, as well as a final notification when the spell expires. Potion buffs and innate spells don't get notifications.
The mod also adds notifications when somebody begins casting a spell, so you'll know if an enemy spellcaster is casting an abjuration spell even if you don't hear the incantation and the visual effect of the spellcasting is hidden behind other stuff on the screen.
Stromael wrote: »
@hugin7 I have Jimfix spell timers installed on top of a fairly extensive Trilogy installation, including SCS v32 and Ascension - the three of them seem to work fine together. I'm at work currently so can't post my WeiDU log, but I can do it later if it's any use?
hugin7 wrote: »
I am looking for a challenging BG2 encounter to test out a party with 1.5 million xp. I haven’t played EE yet, but I seem to recall that the party has access to almost everything in chapter 2 based on my experience with vanilla many years ago. The idea is to use a custom party with level-appropriate equipment, spells, etc. from EE Keeper and teleport them via console to an encounter of choice.
I had trouble finding a good encounter and finally stumbled into AR0516 – Planar Prison. I was faced with a Warden and multiple mages, etc. The number and diversity of opponents suggested that this is a good encounter and, IIRC, it’s normally done in chapter 2. Unfortunately, I also seem to recall that there was something plot-related that had to be done to weaken the Warden (kill Master of Thralls?), and since I teleported right to him, this wasn’t done.
I was surprised that the Warden and company have capabilities way beyond what one might expect to face in Chapter 2. He instantly summons a Fallen Planetar, etc. I expect this from a ToB opponent, but it seems early to be faced with something like this. At this point in the game, SI, PfmW, Death Wards, elemental protections, and magical energy protections are available, but scarce, so a planetar with ~700hp, -19AC, 5 vorpal attacks/round with on-hit dispels can wear down a well-prepared party once key buffs expire in a conventional (cheese-free) battle.
Before I proceed to deal with this encounter with increasingly intricate, and if necessary, cheesy tactics, I’m curious if this battle is truly representative of what we can expect at this xp level. Is weakening the Warden mandatory for transforming this into a level-appropriate encounter? I also wonder if I triggered some sort of bug due to messing around with 8 million xp parties earlier and had the Warden encounter boosted to the level of a different party.
Please let me know of another encounter for a 1.5 mil xp party. I hope to teleport directly to the area and not have it gated by any plot events.
Edit: not to put words in anyone’s mouth, but is Guarded Compound, Upstairs (AR0907) a good, level-appropriate fight? Enemies are Sion (14th-level Abjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an Orog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan (17th-level Fighter), and Ketta (19th-level Thief). They out-level my party, but IIRC, this is a chapter 2 encounter.
semiticgod wrote: »
@hugin7: First, it's possible that CTRL-Q is altering their stats in some way, since non-player critters don't necessarily get the same level-based abilities by default. For example, level drain will lower the player's saving throws, but not those of enemies. Backstabs, though, do scale with levels, so all enemy thieves in LoB mode will backstab at 5x, aside from one or two Shadowdancers in SoD.
Second, part of the issue may be SCS. Stalman, the cleric, has never been able to use Summon Fallen Deva in any of my installs, while Sion, the mage, has used Summon Fallen Planetar many times. To my knowledge, Sion has always been level 18 or higher.
Neither SCS nor the vanilla game give any critters a different spell selection due to difficulty. Only in SoD do enemies use different spells and abilities on higher difficulties. SCS spellcasters in v32 do cast pre-buffs differently at higher difficulty levels, but setting the difficulty to LoB mode will never, for example, make a level 10-ish mage like Davaeorn or Mekrath cast Time Stop or Horrid Wilting.
LoB changes their caster level; not their spellbooks. Some other factor is influencing your experiences in these fights--it's not LoB mode itself.
To answer your question, both of those fights are okay for a 1.5 million XP party in normal mode, but they would be incredibly unsafe in LoB mode. In my no-reload runs, I generally wouldn't tackle the Planar Prison until the tail end of Chapter 2 at earliest, and I wouldn't mess with the Guarded Compound until after Spellhold.