Sneak Attack
Meaningless
Member Posts: 51
As most of you might know, the Sneak Attack(SA) from IWD can be used in BGEE saga, however the mechanics of it make for a kinda... weak backstab substitute.
I want to propose the folowing changes:
- The ideal is to have SA possible on every attack, as long as proper positioning is maintained.
- Sneak Attack damage value: Apparently editable via sneakatt.2da, since SA will work on every attack, value has to be drastically reduced, maybe a fixed +1 damage to replace each dice roll (so instead of rolling 6d6, a fixed +6 damage). This extra damage is not multiplied by criticals.
- Sneak Attack Positioning: Apparently the engine already checks if the character performing a SA is positioned in the back (or flank?), but if the engine can make distinction between back/flank, maybe attacks from the back could give an extra +1/2 (half) damage bonus (for example a +6 would become +9) or a plain +1 if value can't be broke into halfs.
- Backstab: SA doesn't remove or replace backstabs, but the 2 can't be used in conjunction, backstab is only used when the character is concealed, backstab uses its own dice roll/multiplier and ignores the +damage from SA. Backstab loses some of its power (use d4 instead of d6) to make up for the newly acquired strength of thief class: Sneak Attacks.
- Biggest issue with the model is that the engine doesn't seem able to apply back/flank calculation for enemies, so all of their attacks counts as SA.
For party members, thiefs can Backstab and use SA, becoming more capable during combat. This also gives room to a more accurate manipulation of strengths/weaknesses in thief kits.
IMHO ranged attacks should also do it but for 1/2 (half) the damage, if not possible, leave ranged attacks out of these mechanics.
This makes for more interesting gameplay, expand thief possibilities, and removes some power from the exploit of drink invis potion + backstab + repeat + profit.
I want to propose the folowing changes:
- The ideal is to have SA possible on every attack, as long as proper positioning is maintained.
- Sneak Attack damage value: Apparently editable via sneakatt.2da, since SA will work on every attack, value has to be drastically reduced, maybe a fixed +1 damage to replace each dice roll (so instead of rolling 6d6, a fixed +6 damage). This extra damage is not multiplied by criticals.
- Sneak Attack Positioning: Apparently the engine already checks if the character performing a SA is positioned in the back (or flank?), but if the engine can make distinction between back/flank, maybe attacks from the back could give an extra +1/2 (half) damage bonus (for example a +6 would become +9) or a plain +1 if value can't be broke into halfs.
- Backstab: SA doesn't remove or replace backstabs, but the 2 can't be used in conjunction, backstab is only used when the character is concealed, backstab uses its own dice roll/multiplier and ignores the +damage from SA. Backstab loses some of its power (use d4 instead of d6) to make up for the newly acquired strength of thief class: Sneak Attacks.
- Biggest issue with the model is that the engine doesn't seem able to apply back/flank calculation for enemies, so all of their attacks counts as SA.
For party members, thiefs can Backstab and use SA, becoming more capable during combat. This also gives room to a more accurate manipulation of strengths/weaknesses in thief kits.
IMHO ranged attacks should also do it but for 1/2 (half) the damage, if not possible, leave ranged attacks out of these mechanics.
This makes for more interesting gameplay, expand thief possibilities, and removes some power from the exploit of drink invis potion + backstab + repeat + profit.
Post edited by Meaningless on
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Comments
I'vent played the EE of IWD and got this info from looking around, so might be wrong or outdated. Still... Proposed changes remain pretty much the same I guess.
Though yes, it would be incredibly better if the enemies were made to only use SA from flank/back. But if that can't be done, enemies thieves will get a buff. That would lead into small problems such as SA bonus damage adding to backstabs, and party members ignoring positioning as well, which is half the tactical/challenging factor of the mechanic, while for enemies it might be non-codeable, theres no reason to make party control even more meaningless than it already is, since this is a style of game that proposes use of tactics and micro managing during battles.
The default 3E Sneak Attack is the aptly named "backstab.SPL", just remove/modify it's "Immunity to Backstab" effect.
The spell doesn't even exist in non-SoD BGEE or BG2EE, so by default there is no limit, or Crippling Strikes functionality, in those game.
"SNEAKATT.2DA" controls the damage, Xd6, I don't know if there is a way to change the Dice Size though.
"CRIPPSTR.2DA" controls the level that "backstab.SPL" is applied at.
Follow-up question: does opcode 303 (Backstab Every Hit) also work for triggering sneak attacks?
For Sneak Attacks it removes the positioning restriction.
Does Opcode 303 let you sneak attack with weapons you otherwise couldn't perform backstabs with (such as ranged weapons)?
Nope, it still results in "Your weapon is unsuitable for backstabs".