5 APR from ie MMM's, do you use it or not?
Skatan
Member, Moderator Posts: 5,352
Hello,
The question is simple: do you use the exploit to very easily get 5 APR for anyone by casting ie MMM or not?
There is no judgement in this question, just curiousity. I've tried to avoid it as much as possible, but recently fell for the lure of having my Blade do 5 APR on an Ipad playthrough. Now that I have done it once, will I be able to avoid doing it again? Especially on the Ipad it becomes so dangerous since it's so much harder to do any small tweaking there compared to playing on PC, where I might have added other boons to CHARNAMEs.
The question is simple: do you use the exploit to very easily get 5 APR for anyone by casting ie MMM or not?
There is no judgement in this question, just curiousity. I've tried to avoid it as much as possible, but recently fell for the lure of having my Blade do 5 APR on an Ipad playthrough. Now that I have done it once, will I be able to avoid doing it again? Especially on the Ipad it becomes so dangerous since it's so much harder to do any small tweaking there compared to playing on PC, where I might have added other boons to CHARNAMEs.
- 5 APR from ie MMM's, do you use it or not?25 votes
- Yes, I continuously use this exploit  8.00%
- No, I avoid it completely80.00%
- I sometimes use it, but only when/because... (insert reason here)12.00%
2
Comments
Not my fault if they are there, I don't consider exploits cheating and I like to break the game mechanics.
That being said, what you do is your business. You don't need to justify.
If it came with a disadvantage of some sort to balance it out, I'd probably use it. I like exploits that impose costs as well as open up possibilities. It makes the gameplay more complex rather than simply easier.
There was an user fix that editted mmm and energy blades give th attack rate bonus with a duration only, not equipped. If the duration runs out mmms are lowered to 1 attack/round while energy blades vanish. Mmm is a laughably overpowered spell anyway, very very wrongly implemented. I edit it in my game to only +2 to hit and enchantment, and 1-4 fire damage only (mr allowed). In the game it is cheesily good:+5 to hit, +5 weapon, 1-4+3 missile +3 fire damage per hit. Ridiculous!
I believe that mastering spells that get much better as you advance levels is part of being a good mage.
It can be done with darts as well, which give you 3 APR. It doesn't work with speed weapons or the like, so equipping a Tuigans or Belm and then equipping another weapon doesn't grant the added APR.
EDIT: Anyone know if throwing daggers granting 2 APR when switched to melee mode is based on the same bug or if that is intentional?
http://baldursgate.wikia.com/wiki/Melf's_Minute_Meteors
https://forums.beamdog.com/discussion/48160/dual-wield-and-2h-weapon-slot-compatibility#latest