Kuo-Toan and Paralytic Bolts
FredSRichardson
Member Posts: 465
I tried searching around for this and maybe I'm not good at the whole "search" thing, but I didn't see exactly the same topic discussed, so I'll go ahead and boldly ask
In BG2, I've always tossed the Kuo-Toan and Paralytic (Sahuagin) Bolts since they have no enchantment level and there are quite a lot of them after the Underdark.
But based on a few hints here and there I get a feeling I may be missing something:
In BG2, I've always tossed the Kuo-Toan and Paralytic (Sahuagin) Bolts since they have no enchantment level and there are quite a lot of them after the Underdark.
But based on a few hints here and there I get a feeling I may be missing something:
- Situational: perhaps these bolts are effective in otherwise tough encounters with creatures who cast Protection from Magic Weapons but then neglect to cast Protection from Normal Weapons or Protection from Normal Missiles?
- Base damage: Most bolts have a base damage of 1D8. Kuo-Toan and Paralytic bolts go up to 2D6 and 1D10. Is that ever enough to really make a difference?
- Savings throws: Kuo-Toan and Paralytic bolts require a save versus spell or save versus paralysis respectively. Perhaps this makes a difference?
- Launcher: Firetooth (from Sister Garlena at Watcher's Keep) fires +4 enchanted ammo (unless you put other ammo in it). The Army Scythe (formerly Crossbow of Speed, from Bernard in the Copper Coronet) adds an extra attach per a round. I'm actually torn between the two.
- Alternatives: Maybe it's better not to use crossbows at all and use (say) shortbows instead? This is another topic I realize. To be honest, Imoen is my primary crossbow user, but most of the time she has Melf's Minute Meteor's equipped which so far seem superior. I mainly just wanted one character to burn down the stockpile of crossbow ammo.
- Ammo: I should have paid more attention, but I now realize that most bolts have no enchantment including Bolts of Biting and Bolts of Lightening. I always assumed these are better than Kuo-Toan and Paralytic bolts. I guess Bolts of Lightening at least do some lightening damage if the target makes a save versus breath.
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Comments
Sahuagin Bolts:
1d10 damage
Stun for 36 seconds on a failed save vs. spell
Kuo-toa Bolts:
2d6 damage
Stun for 20 seconds on a failed save vs. spell
Both use saves vs. spell.
Both stun effects also bypass magic resistance.
Both strike as +1 weapons, but can be boosted to +3 using the Enchanted Weapon spell.
The main disadvantage for the Sahuagin Bolts, despite the stronger stun effect, is not the lower damage (5.5 compared to 7), but the weight and the scarcity. Kuo-toa Bolts are weightless like most bolts; Sahuagin Bolts have 1 weight each, and can weigh down characters like Jan. Sahuagin Bolts are also extremely rare, while Kuo-toa Bolts are common. In the entire game, I find less than 100 Sahuagin Bolts, and nearly 1,000 Kuo-toa Bolts.
Firetooth and the Army Scythe are both excellent options. It really depends on the character's THAC0 and attacks per round, but generally the Army Scythe will be a little more effective with Kuo-toa Bolts due to the improved APR and additional chances to stun the target.
Choosing between shortbows and crossbow is very dependent on what you're using your character for. Archers, fighters, and thieves aren't necessarily better off using one than the other. I would suggest experimenting with both and seeing which you find most interesting.
It's a good idea to stay flexible, and equip whatever ammo/launcher you think works best in a given situation. If you want to go for a disable, pop a few paralytic bolts or KTs. If you want unbuffed damage, go for APR weapons. If you're in a Greater Whirlwind Attack, equip a hard hitter like Firetooth. And so on. Switching weapons is easy and free, so why not take advantage of it. In case you (or someone else) didn't know: you can right-click the icon of an equipped bow/crossbow on your character's action bar to quickly switch between equipped ammunition. No need to go into the inventory (though you can, of course).
- Crossbows also allow to launch Bolts of Lightning and these are pretty damaging (4d4 electrical on top of regular bolt damage if memory serves); they also penetrate Stoneskin.
- About saves: vs. spells is good against melee fighters and pretty bad against mages. Save vs. paralyzation is roughly the opposite.
@semiticgod nice tip on using enchant weapon. I take it you apply this to a stack of bolts? I will try it out, I have never played around with enchant weapon but this makes a lot of sense.
Is this a known issue?
I can't manage to attach an image (I get "The file failed to upload." messages), sorry about that.
Bah... I'll try to get something reproducible for redmine.
Imoen is wielding the crossbow so the reality is that she spends most of her time use Melf's Minute Meteors and falls back on the crossbow occasionally. The end result is that she doesn't use the crossbow that much since MMM is so superior (i.e. so spammable...).
I should probably be playing with SCS which I know nerfs MMM appropriately.
It's one of the best level 3 spells for any back row mage.
Next time around I may install SCS and tough it out