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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of TEN THOUSAND Trials"

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  • ussnorwayussnorway Member Posts: 320
  • Wise_GrimwaldWise_Grimwald Member Posts: 2,944
    edited September 2017
    ussnorway said:

    love the portrait wise

    Is it the Dwarf or the Half-orc that you like? The dwarf didn't last long so I put up two portraits up in quick succession. Both were portraits from the web put on a backgound using my own photo. Jungle in Nepal and Fountains Abbey.

    I got the name Oswic from a King of Hwicce, one of those illegal immigrants in 577AD who were far worse than any of the illegal immigrants of today, rape and pillage being the norm. I have been reading a number of novels set in that period and was pleasantly surprised at how accurate they were. :)

    Journal of Osric

    In Candlekeep I was able to kill all three of the Improved Assassins by judicious use of 'Command'. Before taking on Mendas who is now quite dangerous, Canderous blessed me and protected me from evil. Deder's oil of speed gave me an additional advantage, however, once again 'command' was of vital importance.

    Oil of speed has been greatly nerfed by a mod. I think that it is 'Items Revisions'. It ran out before the battle was over! :( The only equipment that was carried by the assassins that I could use was a flail+1. :) (There was also improved leather armour, but it isn't as effective as splint mail.)

    Post edited by Wise_Grimwald on
    JuliusBorisovussnorwayAerakar
  • YgramulYgramul Member Posts: 1,059
    A follow-up question on the saving throws:

    Including emergency considerations such as Greater Malison, Doom, Basilisk bonuses (-4?), specialist mages etc., what are the ABSOLUTE SAFE saving throw minimums for a character to need?

    (Surely, somewhat below a 0/0/0/0/0. But by how much?)

    Can an item combination ever reach it? Or is it potions all the way to ToB?
    (Naturally shorties and paladins have a bit of a headstart there.)

    Wise_Grimwald
  • Corey_RussellCorey_Russell Member Posts: 784
    Enuhal said:

    Congratulations to the multiplayer party for completing BG1, and nice to see you in SoD @Corey_Russell - the starting dungeon is quite difficult, but on the plus side, in my opinion it's one of the hardest parts of the entire expansion, so if you can beat it, you might very well be able to no-reload the entire thing :)

    As throwing fireballs at things isn't exactly a viable tactic in LoB (especially against the smart SoD scripts), I'm quite curious as to what I'm going to do down there if Arbogast makes it through BG1 - though the amount of deaths in my party isn't a great cause for optimism.

    Thanks @Enuhal ! As to your statement that fireballs won't work for you, how about chaos? Not very many creatures have immunity to confusion.

    Wise_GrimwaldJuliusBorisov
  • Corey_RussellCorey_Russell Member Posts: 784
    edited September 2017
    Ygramul said:

    A follow-up question on the saving throws:

    Including emergency considerations such as Greater Malison, Doom, Basilisk bonuses (-4?), specialist mages etc., what are the ABSOLUTE SAFE saving throw minimums for a character to need?

    (Surely, somewhat below a 0/0/0/0/0. But by how much?)

    Can an item combination ever reach it? Or is it potions all the way to ToB?
    (Naturally shorties and paladins have a bit of a headstart there.)

    That's a good question @Ygramul !

    I'm hardly an expert, but I can relate what I know plus combine some things Alesia_BH has said. The worst spells that I am aware of have a -4 penalty, which means if you have -3 for spells that's an automatic save. I think Basilisk gaze is save vs. death, so that's a different save. But you can use potions/scrolls/spells to defend against the basilisk gaze.

    What I notice that Alesia_BH does is when she ever gets hit with malison or doom, she will counter with potion of stone form to negate it. She can also compensate for the DEX penalty by then using a potion of genius.

    Don't forget magic resistance can sub in for saving throws (if you can get to 100%), though you always have to be careful if the enemy has lower magic resist in their script (though even then, you can compensate for that with a potion of magic protection)

    EDIT: There are a few things that bypass magic resistance, so you always need to be wary if an opponent is using such a spell.

    Wise_GrimwaldYgramulJuliusBorisovsemiticgod
  • Wise_GrimwaldWise_Grimwald Member Posts: 2,944
    Just found that Osric's innate spells aren't working.
    Tried using Shadowkeeper but that doesn'r work. :(
    I may give my Berserker another whirl if I can't sort it out.

  • ussnorwayussnorway Member Posts: 320

    Just found that Osric's innate spells aren't working.
    Tried using Shadowkeeper but that doesn'r work. :(
    I may give my Berserker another whirl if I can't sort it out.

    isn't he a fighter/cleric? are you talking about bhaul powers... and its the orc I like best but the dwarf is good as well mate

  • YgramulYgramul Member Posts: 1,059
    Alesia_BH said:


    You should also keep track of the amount of time it will take you and or your enemies to adjust your saves to a given point. During combat, I continuously monitor a quantity that I call the "Magic Number." It's the number of uncountered spell equivalent actions required for an enemy to put my character in mortal danger. I can talk more about the "Magic Number" concept at a later date if there's interest

    Thanks a lot, again!

    Now, this here is an interesting concept and would love to hear more about it.

    I imagine you take a divide-and-conquer approach to multi-mage encounters to not let dangers compound otherwise?


    Bonus question: how do you deal with no-save issues like Imprisonment? Supposedly, any SoA mage later could in principle toss one up! (... and a Cavalier cannot Berserk normally.)

    Alesia_BHWise_GrimwaldJuliusBorisov
  • YgramulYgramul Member Posts: 1,059
    Alesia_BH said:


    4) Vanilla Elder Orb Imprisonment is ranged and casts quick, but vanilla beholders will not steal the Shield of Balduran.

    Oh lord, I had forgotten that beholders can do such things!

    By the way, I always SCS the Shield of Balduran away from my game. (Beholders become trivial otherwise.)

    How do you in general deal with Beholders?

    (IIRC, even mages are unsafe because even SI:A and Spell Shield melt away correctly. It has been ages since I attempted that...)

    Alesia_BHJuliusBorisov
  • ussnorwayussnorway Member Posts: 320
    I kill them from range with clouds mostly

    YgramulWise_GrimwaldJuliusBorisov
  • YgramulYgramul Member Posts: 1,059
    Thanks again for the excellent response!
    Alesia_BH said:


    Btw, The new Spell Shield solved some problems (like "stickiness," particularly when used by hostile NPCs) but created new ones (like "stickiness" when used in conjunction with spell protections, whether cast by hostile NPCs or the player). It also isn't properly patched to work with some spells, like Wish and Mordenkainen's Disjunction. It created almost as many problems as it solved, although it is better suited for use in enemy scripts, since it doesn't, at least, introduce game breaking asymmetries, like the old one could.

    As for the change of behavior in relation to Anti-Magic Ray, I'm not entirely convinced that this was a fix rather than a tweak, and in any case, I feel it has a detrimental effect on balancing. I don't regard the new behavior as "working properly," necessarily. It can, at least, be worked with, though

    Ah, I know of this dilemma.

    Curious what your tweaks setup is on this matter: do you keep Spell Shield vanilla or go with SCS 30 default.

    I feel like we need an updated SCS 31 by now AND perhaps one that incorporates the Spell Revisions mod up to date. It seems DavidW is away though...


    Wise_Grimwald
  • Alesia_BHAlesia_BH Member Posts: 463
    edited September 2017
    I have the SCS v 30 Spell Shield.

    I'd love to see it patched to deal with Wish and Mordy D. I'd also love to see it sit a top spell protections, like the old one, rather than resting below them in the interaction hierarchy. If the latter isn't achievable, I'd at least like to see David's scripts take account of the new behavior, rather than assuming they can still clip a Spell Shield run in conjunction with a spell protection using, say, Spell Thrust.

    As for the Anti-Magic Ray behavior, I feel that should be left up to the player at install: 1. Spell Shield will intercept one Anti-Magic Ray and collapse; 2. Spell Shield will intercept Anti-Magic Ray and remain in place (original game behavior)

    YgramulWise_GrimwaldJuliusBorisov
  • ussnorwayussnorway Member Posts: 320
    mix it up with some traps and a slim or two?
    why does every mod want to muck about with spell results... its so rock, paper, scissors

    YgramulWise_GrimwaldJuliusBorisov
  • YgramulYgramul Member Posts: 1,059
    ussnorway said:

    mix it up with some traps and a slim or two?
    why does every mod want to muck about with spell results... its so rock, paper, scissors

    I have heard of successful Slime use from people, but for some reason haven't tried much myself. (Do I think it cheesy?) Perhaps, it is fair game for Beholders...

    Wise_GrimwaldJuliusBorisov
  • Mantis37Mantis37 Member Posts: 1,111
    Ygramul said:

    Thanks again for the excellent response!

    Alesia_BH said:


    Btw, The new Spell Shield solved some problems (like "stickiness," particularly when used by hostile NPCs) but created new ones (like "stickiness" when used in conjunction with spell protections, whether cast by hostile NPCs or the player). It also isn't properly patched to work with some spells, like Wish and Mordenkainen's Disjunction. It created almost as many problems as it solved, although it is better suited for use in enemy scripts, since it doesn't, at least, introduce game breaking asymmetries, like the old one could.

    As for the change of behavior in relation to Anti-Magic Ray, I'm not entirely convinced that this was a fix rather than a tweak, and in any case, I feel it has a detrimental effect on balancing. I don't regard the new behavior as "working properly," necessarily. It can, at least, be worked with, though

    Ah, I know of this dilemma.

    Curious what your tweaks setup is on this matter: do you keep Spell Shield vanilla or go with SCS 30 default.

    I feel like we need an updated SCS 31 by now AND perhaps one that incorporates the Spell Revisions mod up to date. It seems DavidW is away though...


    Isn't there a version of SCS modified by Kreso- Aasim available which takes account of Spell Revisions? Or is it not quite up to date?

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