Wild Mage Chaos Shields
Livegood118
Member Posts: 48
I know that the bug where Chaos shields of the same type stack has been fixed in the enhanced edition but what isn't clear is whether shields of different types still stack?
e.g. If I cast improved Chaos Shield, Chaos shield and the am wearing the Chaos Shield robes found from Neera's quest in SoA do I get +55 to my Wild Surge rolls? Or is it a case of Improved Chaos Shield trumps everything?
e.g. If I cast improved Chaos Shield, Chaos shield and the am wearing the Chaos Shield robes found from Neera's quest in SoA do I get +55 to my Wild Surge rolls? Or is it a case of Improved Chaos Shield trumps everything?
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So, in theory, the max + to wild surge rolls I should be able to get if they do not stack is the following:
+31 Level
+15 Chaos Shield
+15 Chaos Shield Robes
+25 Improved Chaos Shield
+15 Wild Mage Circlet (TOB)
=+101?
86 Fake explosion (no damage) centered on target
87 Cow falls from sky, lands on target
88 Target dizzy
89 Spell has 60-foot radius at target
90 Stinking Cloud centered on target
91 Target is itchy
92 Caster’s Hit Points doubled
93 Target held
94 Target hastened
95 80% of gold on target isdestroyed
96 Spell cast at double effectiveness
97 Spell cast, -4 to target’s Saving Throw
98 Target’s color changed
99 Spell Cast at Double Level
100 Spell Cast Normally
Which equates to a 91% chance that the spell will be cast normally or better than normal.
Here's another question: What happens if I put NRDs in to sequencers? If I have Spell Trap, can I use magic missiles in sequencers to cast on self and restore NRDs?
*Should* they stack? I don't know. Probably not...but it would take less than one minute to make them stack so if that's what you want to do then do it.
hrm...even the robes have the wild surge bonus flagged as "set" so it doesn't look like it would stack with the spells, either. That has to be incorrect.
The circlet has the opcode flagged as "increment"--okay, that seems correct. The robes should probably be set that way, as well as the spells. To make the spells where they do not stack would require adding the "protection from spell" opcode.
Having both items should give you a base of 30, then +15 from Chaos Shield or +25 from Improved Chaos Shield, so either 45 or 55 if the spells don't stack and 70 if they do stack, not counting the mage's level.
Incidentally, I edited the Robe of Vecna to make the wearer immune to wild surges. That is probably a little bit of overkill if worn by a wild mage, though--they could use Nahal's Reckless Dweomer without any negative effects.
I have gone in to spells before and changed the casting time - I did this with Iron skins to reduce the cast time from 9 to 1. I tried looking at items before but found it really, really confusing.
That said it looks like there is a difference between what Chaos Shield and Improved Chaos Shield does and what its description says it does. The descriptions state its benefits in a way that imply an incremental increase. That isn't what they do. One way or the other they should be made accurate.
I can see making the robe stack with either spell but allowing both spells to stack with each other in addition to the robe would make wild mages significantly more powerful than regular mages. Since I am not in the design or bug-fix departments my recommendations are meaningless but that doesn't meant that I won't make the changes on the game as I see fit.
@Livegood118 If you open the spell file in DLTCEP (spwi222 or spwi723) then go to the "extended effects" tab you can edit the effect called "stat: wild magic (281)". Change the "type" variable from 1 to 0 to make it a cumulative modifier, making certain to do that for every extended header, then save the spell.
Considering that it's unique and takes a significant effort to earn (i.e. finishing Neera's SoA questline), it seems to me obvious that it's meant to confer some worthwhile benefit. The only way I can see for it to do that is if its Shield effect is additional to the spell(s), i.e. stacks. (But yes, obviously this is my speculation, since I wasn't involved in development.) Agreed, of course. It's always a bug when a description is untrue.
Plus it still frees a spell slot and looks so cool! lol I guess it would depend on how you play your wild mage, mine doesn't need minus kajillion AC as they are running in fear from anything that even looks their way, only to hurl a finger of death when my tank distracts the baddie again.
So it would appear that the robe was not intended to stack wild surge roll boosts, but just give the perma spell effect, which is nice in and of itself. Perhaps meant to help you decide who gets Vecna's Robe if you have multiple spellcasters who could benefit from it?
However, it looks like the way to change that in the game files was posted above so go for it, if that is what you want to do. Don't fear the cheater police, they can only message mean things to you, but are fairly impotent otherwise. :P