What spells ignore MR in BG2EE?
RedWizard
Member Posts: 242
I know some changed from default BG2 so I'd like to know.
Gotta kill those damn drow and other pesky MR enemies.
Gotta kill those damn drow and other pesky MR enemies.
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Imprisonment also does ignore mr. Easiest way to dispatch an adamantine golem. ADHW does not hit twice. Any spell that has save for half attached seems to hit twice, if you blow your save. It's because the game engine applies the two halves of the spell damage seperately, one has no save, the other has save for none.
Thus, if a fireball hits a creature and it fails its save the text lists two lines of damage:
Imoen did 17 damage to Orc (this is the first 5d6)
Imoen did 13 damage to Orc (this is the second 5d6, since they are rolled seperately they don't do equal halves of damage)
If the orc makes a save:
Imoen did 17 damage to Orc (this is again the first 5d6)
Orc-Save vs Spell:18 (if you have combat rolls open, this is the roll the orc got on his saving throw and saved vs the second half of the spell)
Same goes for lightning, dragon breaths, skull traps, horrid wilting, etc.
Fire Shield backlashes also bypass magic resistance.
Against drow hordes, incendiary cloud is useful too. Far more useful than horrid wilting. It does not ignore mr but it stays in place and has a chance to hit a few of the drow each round for the duration, and it does good damage when it hits. A few hits will kill a drow. You can cast pro from fire (or have fire resistance from items+dragon disciple or just go spell immunity:evocation) on yourself and stay in the cloud, protecting yourself with pro from magical weapons. And whistling a happy tune as the drows around you scream in agony and they eventually cook to a nice crisp.
Easiest way to kill drows is:
Cast improved haste and shapechange beforehand.
Cast time stop
Transform into mind flayer.
Go devour their brains in the time stop. You get IIRC 8 attacks/round with improved haste. And drows fall with 2-3 hits.
You don't get any xp but if you are a solo mage that can cast 9th lvl spells like that you don't need no xp.
But also that is supposed that you cast it on your party, not enemies, is a blue spell, a protective one, intended to give some MR, not to boost it on characters that alredy have, it sets it. And this is the reason why it bypas MR and there is no saving throvs, just like in heal or other benefical divine spells.
Using it in an offensive way is as cheasy as using CC to have up to 4 PI, when a limit of 1 PI was implemented. or PI to ignore the implemented summon limit.
I think that in case of other cheese like using Spell trap & PI to recharge spells or Mislead clones chanting Bard Song the intentions of the developers are less clear. Maybe there the developers Just did not think about the possibility at all. Maybe they did not nerf those things just because did not think that was possible things to do.
In case of a blue clerical spell, a defensive one, used offensively or using CC and PI to ignore limits that are implemented in the game there is not a maybe, the intentions of the developers are clear.
I think also that there is nothing wrong in using that cheese, if you like, and I don't think that there is any reason to nerf them. Like there is nothing wrong in importing multiple times to have a lot of HP, to ctrl-K, to give charname better stats then you can roll whitout spending more time in rolling then in playng or that he can legitimately have (I stop here but there is a lot more examples......).
Is a game, your game, if you have fun doing those things do them, if you don't have fun don't do them.
But please don't cheat on yourselves. Sometimes I do some or all of those things, other times I don't. But if I am using an OP item, a cheese or a cheat I am aware to do it, and I don't feel guilty since is my game and I have fun doing it. But I don't try to find insincere justifications, that will make me guilty!
Lower Resistance also ignores MR (of course) and doesn't offer a save neither.
But Magic Resistance is melee range and has a loooooooonnnngg one round long casting time, it's totally balanced IMO.
Assuming max caster level (20), Lower Resistance will reduce MR by 30% and Magic Resistance will set it to 40%, even if the enemy has 100% base MR which would be the best scenario possible for Magic Resistance, it will only be twice as strong as Lower Resistance, effectively reducing the critter MR by 60%.
In a lot of other cases, it's less than twice as strong for a spell that I remind you takes a whole round to cast in melee range.
If siackable whith other ways to increase MR would be much powerfull, but has its power.
As offensive if someone think that don't unbalance the game (and even if he think that it do it but is happy about it), there is nothing wrong in using it. Everybody can decide what in his game will allow and what will not, whithouy harming everybody else. Everyone is the king of his own game.
I just told that there is enough evidence about the fact that the offensive use was not intended by developers, not that is unbalancing or OP, those are judgments that every player has to do by himself, in his own game.
Magic Resistance + Lower Resist + Any Other Spell.
Also, Implosion ignores MR, is one of the only MR ignoring spells that's not entirely fire based, and you can have three on a Chain Contingency.
The 3rd spell of the C/M sequencer will be GM and the other mage will have 3xFleeblemind or 3xFlesh to Stone.
3 implosions in CC are powerfull and whith 3xStorm of Vengeance you disrupt every mage and do some damage. When I read of Aerie lacking in power I just can't understand, maybe they play another game.
What @Reticent pointed out is another reason why is pretty evident that Magic Resistance is not intended for offensive use, but again if you are happy nothing prevent you to do it.
And I don't see a good reason why they should not as they are AoE spells like Web or Fireball.
Maybe there is some logic in having some potions or spells like GM unstackable, but making SoV not stack where similar AoE disabling or damaging spells do seems to me an arbitrary nerfing.
Shure 3x SoV is a powerfull combination, but they are top level clerical spells, also 3x ADHW or Dragon Breath are poverfull.