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The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm

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  • DavidWDavidW Member Posts: 823
    histamiini wrote: »
    I also saw the bug in real time, near death mage, someone cast Time Stop, and the mage went in front of me from one health bar to five, because he lost sight of me. Some have their health and triggers reset whenever they lose sight on you, like the couple drow mages in this Sendai battle, and the couple mage statues in Watchers Keep. Is this a SCS bug? @DavidW

    Probably, yes: I've been trying to avoid (elusive, occasional) bugs like this since SCS2 launched ten years ago.

    Is this on a v32 RC? And if so, on what difficulty setting?
  • histamiinihistamiini Member Posts: 1,437
    @DavidW My game is currently v32 RC10, but I've played from RC7 and I think it was in all versions since then. My game is on LoB difficulty, and SCS on insane.
  • DavidWDavidW Member Posts: 823
    Glad you're enjoying it!

    On regeneration: I have *serious* concerns about balance here (fairly similar to yours by the sound of it). Yes, the developers originally intended to add regeneration, but after that they extensively playtested and balanced it without the regeneration present. I think introducing potentially quite a large shift in the tactical balance of Ascension 15+ years after it was released is dangerous. If I do it, it would be as a gated-behind-ini option for power users.

    On Sanctity: thanks, will fix.
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    We did some more test fights against Sarevok and IF the Avenger can get to the final phase fighting Sarevok alone some really cool stuff can happen.

    With at least two Bombardier Beetles we managed to stunlock Sarevok on our fifth try so he was never able to do anything before dropping down like a sack of potatoes. Even in the rounds where he "only" got stunned once it wasnt hard to get in up to 700 damage so the rest was easy going.

    Is anyone able to give me detailed infos about the acid cloud of Bombardier Beetles? Maybe @semiticgod or @histaminii? I have also seen that it can cause Deafness but there is never a Saving Throw displayed in the Log. Is it maybe just a XX % chance of success regardless of enemies defense? Thanks for your help! ;)

    P.S. It gets better and better cause... the Bombardier Beetles are able to stun even Big B... WOW!! :D

    This would also solve the problem of landing Harm... IF he gets stunned... B)
  • Grond0Grond0 Member Posts: 7,318
    I'm pretty sure @semiticgod posted on that before. From memory I think it was a 25% chance of stun with no save, but I could well be wrong ;).
  • histamiinihistamiini Member Posts: 1,437
    @Harpagornis

    INNATE_BOMBARDIER_BEETLE_CLOUD
    Deafness 40%, 42s, no save, pass mr
    Stun 20%, 30s, no save, pass mr
  • histamiinihistamiini Member Posts: 1,437
    Lord Vanderley at Throne of Bhaal

    Fallen Solar

    611 hp 50 DR
    -24 AC
    -2/0/-1/-1/1
    Immune +3 weapons
    Immune Slay(55), but not Kill(13)

    Cavalier Thac0
    0 Base
    -7 25 Strength (from Hell)
    -8 Helm of Balduran
    -9 Gloves
    -10 Specialization
    -16 Ravager +6
    -17 Aid (21r)
    -18 Prayer (20r)
    -20 Recitation(21r)

    Fallen Solar's have -24 AC, and Lord can have -20 buffed up, or -16 undispellable Ravager Thac0, and with 5 whirlwinds there's a good chance that the two Solar's are toast quickly. Anyway buffed up and started the fight. Balty attacked Bodhi and Lord attacked the other Fallen Solar who was killed almost immediately, but the other one took rest of my whirlwinds and evaded the Vorpal strike.

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    Again had some luck when I managed to use RoR on a killed Balty, and he got resurrected as a neutral. This meant that he continued casually hunting Bodhi down until she was killed. Had about 5 minute brawl in one of the pools with the other Fallen Solar, but eventually it got Vorpalled. The Solar couldn't do anything to me as I had undispellable -5 vs. death, so his -2 Vorpals couldn't touch me. Depleted Irenicus from spells with Warrior and Skeli and then easily hacked him to pieces

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    Pools were pretty straight forward smacking, Carsomyr for Glabrezus, Firetooth for Cambions, WoW for Mariliths although the second Marilith was a godsend, and depleted all 40 strikes from my WoW. Thought it was going to be an infinite loop, because Mariliths are immune to normal weapons, and can cast infinite Stoneskins and PfMW's. But all I needed was couple of interrupts to kill them. At one point there was invisible Babaus blocking my way, and I had no means to show it. Tried ctrl+t but it didn't reveal it. Luckily I was in the pit, could activate it, got Peridan back, revealed and killed the annoying Babau. How Babaus are scripted could possibly lead into a position where you can't activate the pit, nor reveal the Babau. Couple Balor's were the toughest ones, but timing my attacks so that it had killed most of his allies, and 10 apr FoA +5 did the rest.

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    Next up the Big 6 and Melissan, and Lord is feeling pretty confident as the fighter tactic should be pretty repeatable. I've undispellable 25 str, AC gap, 2x PfM, Control Circlet and the Rift Device.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @histamiini: Good luck!
  • histamiinihistamiini Member Posts: 1,437
    edited June 2019
    Lord Vanderley vs. Melissan

    Started the fight invisible, and went into the left pool. Conviniently Sarevok has a homing beacon, and I could Charm him with the Control Circlet and leave him there.

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    Then lured Gromnir to the lower right pool, and smacked him to near death.

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    Ran past Abazigal invisible to the top right pool. This pulled his Time Stop out, but because I was out of sight and invisible, he could do nothing with it. Then baited his PfMW, Absolute Immunity, and Improved Mantle out. You can do this, because he sees through invisibility and casts spells, but doesn't follow when you get to the fog of war. But I still wanted to hit him with PfM as he has Maze and Imprisonment. Then easily smacked him to near death.

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    With Reflection Shield in off hand, smacked Illasera to near death.

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    Improved Haste for 10 apr FoA +5, and lured Yaga-Shura with Firetooth away from Sendai. And got him to near death pretty quickly.

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    Attacked Sendai, but she went invisible. Revealed her with Invisibility Purge and hit with PfM. And with few rounds she was near death too.

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    Then the biggie. Buffed up last time and used my other Improved Haste. Positioned Sarevok where Melissan spawns, and started killing the Big 6 with critical strikes. First mistake when passing spawning Melissan, she dispelled me. But with whirlwinds I quickly wasted the rest. Melissan spawned couple Fallen Solars and they started hacking Sarevok. This took some time because one of the Solars actually healed Sarevok once from near death. The Fallen Solars then found me before Sarevok was dead. Melissan also cast Time Stop but was still attacking Sarevok. After while Sarevok died and Melissan was now vulnerable.

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    Melissan teleported into my circle, which was fine, and I then hit her with the Rift device to take 60% of her soul away. Saw Melissan spawn a hundred allies or more, so I used Dimension Door to get to another pool. Then disaster hit, the Fallen Solar healed Melissan. It had to go, used whirlwind with Ravager and luckily it got Vorpalled almost immediatelly. The other one was still somewhere else so I could again turn to Melissan. But then I was stunned, the what now? How was that possible, when I had -11 bonus from items and Potion of Invulnerability? Looked my stats and it showed only -1 bonus? And with no dr on, I was quickly killed.

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    Melissan can stun with -2 vs petirification with 15% chance with every hit for 15 seconds. But I should've been easily out of range. Cavalier natural save vs. petrification is 2, Helm of Balduran, Amulet of Seldarine, Ring +2 and Ring of Gaxx, -4 and with Potion of Invulnerability to -9. But I also had something called Silence Increased on, I wonder if that is the culprit?
  • histamiinihistamiini Member Posts: 1,437
    edited June 2019
    Looking the Melissan weapon further it actually has a stackable save penalty of -1 with every hit for 12 seconds. And I did see Melissan use whirlwind so that might actually be it. So I made three mistakes:

    Don't pass spawning Melissan too close to get dispelled.
    If Fallen Solars find you before Sarevok is dead, use RoR on Sarevok until Solars are Vorpalled.
    If you see Melissan use whirlwind, try to avoid it, or check the status of your saves, so that you don't get stunned.

    At the time Melissan hit me with stun, I had -27 AC and her Thac0 is -20. Cavalier can have undispellable -31 AC vs slashing getting the Golden Girldle from Neera guestline, or -28 without that, which about halves Melissan hits, with 6 apr, 3 hits per round. So at the time I was killed, during two rounds she first got 10 hits and then the 0.15*0.15*0.65 = 1.5% stun hit. Nice one Melissan.

    EDIT: Or what I should've used, was the freaking Soul Reaver, which would've made Melissan harmless. :s Although it could've been only used when her 30s Divine Mantle (+5) wasn't on. My Carsomyr couldn't dispel the Divine Mantle because I couldn't improve it to +6 as I was evil and it would've removed it from the quickslot.
    Post edited by histamiini on
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    Your run looked so smooth @histamiini that everything than a clean finish looked impossible but... then again... Big Mel pulls out another trick... :s

    Thanks for all the deep posts, they should - hopefully - help Loreth if she ever manages to get into SoA or even ToB. Still a long way to go... :D

    Post edited by Harpagornis on
  • DavidWDavidW Member Posts: 823
    DavidW wrote: »
    Glad you're enjoying it!

    On regeneration: I have *serious* concerns about balance here (fairly similar to yours by the sound of it). Yes, the developers originally intended to add regeneration, but after that they extensively playtested and balanced it without the regeneration present. I think introducing potentially quite a large shift in the tactical balance of Ascension 15+ years after it was released is dangerous. If I do it, it would be as a gated-behind-ini option for power users.

    Now that Ascension v2.0 is out, I can be less coy about this. I actually did fix Regeneration, and keyed it to the difficulty slider (it only came on for 'hard' or 'insane' difficulty). Even that worried me, so I disabled it entirely by default - but you can re-enable it if you want in ascension.ini. See the readme for details.
  • histamiinihistamiini Member Posts: 1,437
    Have been giving the first go for poverty Sorcerer:

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    Prologue

    Experience (250)

    50 Hull
    50 Dreppin
    50 Phlydia
    50 Firebead
    50 Fuller

    Spells

    1st Familiar, Magic Missile

    Level 1, 28 hp

    Chapter 1

    Experience (10000)

    900 Marl
    15 Algernon (Familiar)
    5000 Shoal (Familiar)
    300 Mad Arcand
    35 Sonner (Familiar)
    1000 Brage

    Spells

    1st Familiar, Magic Missile, Shield
    2nd Invisibility

    Level 4, 46 hp

    Chapter 2

    Experience (67870)

    400 Noober
    125 Vitiare (Familiar)
    900 Hentold
    1500 Brun (Invisibility)
    1000 Albert
    120 Mellicamp Wolf (Familiar, MM)
    200 Kylee
    4000 Kirinhale
    9800 7 Lesser Basilisks (Familiar, Korax)
    7000 Greater Basilisk (Famliar, Korax)
    175 Korax (Familiar, MM)
    1200 Mutamin (SSS + Res)
    1400 Lesser Basilisk (SSS + Res)
    7000 Greater Basilisk (SSS + Rest)
    1400 Lesser Basilisk (SSS + Skull Trap + Rest)
    21000 3 Greater Basilisks (SSS + Skull Trap + Rest)
    650 Mulahey (30 Skull Traps + Dire Charm)

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web
    lv3 Skull Trap, Dire Charm
    Abilities Larloch's Minor Drain

    Level 7, 64 hp

    Chapter 3

    Experience (69245)

    975 Tranzig (20 Skull Traps)
    400 Raiken

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web
    lv3 Skull Trap, Dire Charm
    Abilities 2x Larloch's Minor Drain

    Level 7, 64 hp

    Chapter 4

    Experience (84780)

    300 Firebead
    1000 Ghastkill
    200 Drienne
    500 Samuel
    35 Hobgoblin (Skull Traps + MM)
    400 Joia
    800 Tiber (Invisibility + Right Click Loot)
    2520 6 Black Talon Elites (Skull Traps + SSS + Rest)
    3360 8 Guards (Skull Traps + SSS + Rest)
    6000 Davaeorn ((Skull Traps + SSS + Rest)

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web
    lv3 Skull Trap, Dire Charm
    Abilities 2x Larloch's Minor Drain, Horror

    Level 7, 64 hp

    Chapter 5

    Experience (87780)

    2000 Slaves
    1000 Refusing to kill Dobbelgangers

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web
    lv3 Skull Trap, Dire Charm
    Abilities 2x Larloch's Minor Drain, Horror, Slow Poison

    Level 7, 64 hp

    Chapter 6

    Experience (101780)

    14000 2 Greater Basilisks (SSS + Skull Traps + Rest)

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web
    lv3 Skull Trap, Dire Charm
    lv4 Spider Spawn
    Abilities 2x Larloch's Minor Drain, Horror, Slow Poison, DUHM

    Level 8, 70 hp

    Chapter 7

    Experience (137910)

    800 Joseph
    2500 Eltan
    1680 4 Carrion Crawlers (SSS + Skull Traps + Rest)
    650 Ogre Mage (SSS + Skull Traps + Rest)
    3500 Kahrk (SSS + Skull Traps + Rest)
    12000 Drizzt (Gnolls + SSS)
    7000 Greater Basilisk (SSS + Skull Traps + Familiar)
    8000 2 Battle Horrors (40 Skull Traps)

    Spells

    lv1 Familiar, Magic Missile, Shield, Charm Person, PfE
    lv2 Invisibility, Snilloc's Snowball Swarm, Web, Detect Invisibility
    lv3 Skull Trap, Dire Charm, Haste
    lv4 Spider Spawn, Minor Sequencer
    Abilities 2x Larloch's Minor Drain, Horror, Slow Poison, 2x DUHM

    Level 9, 76 hp

    Started with 28 hp from Familiar. Pseude Dragon killed Algernon to get evil abilities. Pet then soloed Shoal for 5k xp, double level up, Shield and 40 hp. Then it killed Sonner for Tanya's bowl. After helping Brage I had exactly 10k xp for the 4th level and Invisibility. Familiar killed Vitiare. Mellicamp Wolf was killed with 6 MM, 1 LMD and Familiar.

    I take it paying for stuff to happen is ok? 60 gold for Ike to show Durlag's Tower. Kirinhale provided nice 4k xp boost. In Mutamin Garden Korax and Dragon managed to kill 7 Lesser and 1 Greater Basilisk before Korax turned enemy again. Then the Dragon and Missiles easily killed him. Got level 5 and took Charm Person and Snilloc's Snowball Swarm. Still 5k xp from Skull Trap. Mutamin and his Basilisks can actually be killed with AoE damage from Snilloc's Snowball Swarm, and resting, as their health doesn't regenerate. Got level 6 with Skull Trap and then did the same for Durlag's Tower basilisks. Got already to level 7 and chose, PfE, Web and Dire Charm. With Invisibility, Shield and 64 hp easily got to Mulahey.

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    Mulahey died to 30 Skull Traps after he stepped on them being Charmed. Tranzig got killed from 20 Skull Traps. Raiken escorted me to the Bandit Camp. Died first time when trying to loot the papers, my Invisiblity got interrupted. Second try worked. After getting Horror I did the rep guests. Invisibility to Davaeorn, tripped the traps and rested. Waited until all of his troops arrived and surrounded him. Then I could AoE damage them with SSS and Skull Traps. When ever I could rest on level they didn't heal, but if I had to rest out of level, they did. Although the guards that were killed didn't return. After a while I could rest on the level and Davaeorn got killed, and I also got xp from 14 guards.

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    Accepting and then refusing to kill the dobbelgangers gives 1000 xp. Picked up the papers invisible and Eltan sent me straight to Ogre Mage waylay. Pausing at right time, I could cast Invisibility before they activated. Passed Candlekeep and catacombs to the two Greater Basilisks, who again could be AoE damaged from out of sight with SSS and Skull Traps. Managed to get killing shot for Drizzt with SSS which passes MR, after calculating Gnolls damage. Still 12k from last level up. Then remembered the Greater Basilisk in the warehouse, softened with Skull Traps and SSS, and then the Dragon ate it. Two Battle Horrors then got me to last level, 20 Skull Traps each. Slythe was killed with 5 Hasted Phase Spiders and 4 Webs.

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    Next up Palace Ambush and I've no idea how I could beat it.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited June 2019
    Incredibly hard luck, @histamiini. It's sad to see such a promising run come to an end.

    Regardless of the result, you should be proud of the excellent progress you've made with the Cavalier. Your work is very clean and precise, and that's incredibly important for no-reload runs.

    The palace ambush seems really ugly. I don't believe the doppelgangers will ever fail a save against Web in LoB mode with the save fix installed, and they'll chop up spiders in seconds. I think it might be impossible for a poverty sorcerer to do it without access to Greater Malison.
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    Loreth started into SoD and things nearly went out of control quite fast...

    The first big problem comes when facing the huge undead group downstairs including two Bonebats. As they can see through invisibility and fighting them without Spirit Animals and Fire Elementals would be really painful Loreth tried a different tactic: Stacking 6x Web + 4x Spike Growth + 2x Spike Stones while waiting with five Beetles in the background.

    The good thing: The stacking and webbing put down the Bonebats. The bad thing: Loreth ran into trouble finding a safe place to rest. She had to recast Improved Invisibility and could only rest on her very last desperate try near Korlasz - that was close.

    Once refreshed Korlasz and friends got webbed and spiked so all Loreth had to do was to walk in once the Mage had dropped to injured - easy.

    In Baldurs Gate Loreth finished all quests without problems. Well nearly cause thanks to being really lazy she got nearly killed by a hasted Bartleby in the Three Old Kegs escaping downstairs with only 14 HP left.

    At Coastway Crossing Loreth quickly did some more quest hunting and killed both spider groups with a combination of Spike Growth + Beetles + Fire Elemental. This put her up to Level 12 so she can now pull of 4x Beetles and 2x Fire Elementals. Looks good.

    Morentherene: I did not bother about the dragon but made a mistake of casting Iron Skin in the cave which turns her active. Had to eat one poison breath from a small one before slipping downstairs.

    Ziatar: This was easy again thanks to 6x Web + 6x Spike Growth killing her without any retaliation.

    Neothelid: As the Beetles and Fire Elementals always get dominated or stunned Loreth only used them as a decoy before slipping through invisible.

    Akanna:Trying to be smart almost backfired as the Web + Spike Growth combo did not prevent her from calling in the Aerial Servants so Loreth quickly had to drop back and reset the fight. After another rest the Beetles were used to confuse the Neothelid again but – what – it did not show up again. That was strange...

    However: Using the Beetles and True Sight she then lured the Aerial Servants away from Akanna before closing the door to summon more Beetles and go all in. As the Neothelid sometimes teleport in to Akannas room she had Iron Skin and Chaotic Commands up to be prepared for its arrival. However: It did not show up while the Bombardier Beetles managed to stun Akanna for an easy kill. With her Wardstone Loreth quickly went invisbile again to sneak out.

    Before going through Morentherenes cave again she buffed up with Bark Skin + Remove Fear + Improved Invisiblity while using the Sword Spider Form to quickly run through without getting hit by another breath even though Morentherene tried to fear her – without success.

    Bridgefort: Loreth quickly surrendered to the Crusaders facing the Bridge Mage once more. To stop his casting she called in two Fire Elementals, three Beetles and casted Insect Plague on one of the summons so it spreaded right after the talking. Together with True Seeing the Mage dropped within seconds before cleaning the house without problems.

    Crusader Camp and Dragonspear Castle
    : Heading to the Castle Loreth picked the wrong dialogoue choice and did not get Caelars Seal like usual. To solve this one she returned to the camp and dominated Malden Col as attacking him directly would trigger Andrus Gath and his „Trap the Soul“ instakill. Once Malden goes hostile he was paralyzed and killed dropping not only the Seal but also a Potion of Power – too bad we cant use this!

    Hephernaan and Crusader Attacks will follow in the next days...

    P.S. Good luck with your Sorcerer @histamiini. And dont forget: There is always a way. ;)
  • histamiinihistamiini Member Posts: 1,437
    @semiticgod Yeah I should've taken Greater Malison, Minor Sequencer is a complete waste of spell slot. Now that SCS v32 got released, I should reinstall it and the sequencers/triggers as abilities component, and free up one 4th level spell slot. But first some testing on the ambush.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Harpagornis: Good luck with the Coalition Camp invasion--that's always a terrifying obstacle for me.

    What's the plan for Belhifet? Bombardier Beetle stun and Magic Resistance->Harm? The odds are pretty generous on that front, at least compared with the old method.
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    Coalition Camp is "easy" for Avengers as they have good options for each wave @semiticgod :

    - Pre casted Webs + Spike Stones should deal a lot of damage
    - Fire Elementals cant get touched by most enemies
    - Nymphs are quite good thanks to Hold Monsters and Call Lightning
    - Insect Plague will completly shut down the Mages and Clerics/Paladins

    Yeah, Big B should - hopefully - fall to the Bombardier Beetle -> Magic Resistance -> Harm combo

    As the Druid can protect himself against all incoming attacks (even Remove Fear thanks to IWD import) chances should not be "too bad" - if we can get to him... :D
  • OlvynChuruOlvynChuru Member Posts: 3,075
    By the way, I just did a word search for "Belhifet" in the last 100 pages of this thread (using View Page Source for each page in order to catch text in spoilers). There were a total of 695 instances of the word "Belhifet" in those pages. ;)
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Not surprising. Belhifet is by far the single biggest problem for any solo LoB run, no-reload or otherwise, with or without SCS or Ascension. The prospects of any character depend primarily on how they can handle Belhifet, more so than any other factor.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Harpagornis: This is just absurd. I'm amazed at your progress--a poverty run in a solo LoB+SCS+Ascension challenge? No-reload? That's ridiculous!

    If your Avenger ever makes it past Belhifet, we might be looking at the most difficult no-reload saga run ever completed.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    On an unrelated note, you can smuggle charmed critters in Baldur's Gate from one area to the next via the sewers and Undercellars. So, if Larze survives the fight with Slythe and Ithtyl survives the fight at the Ducal Palace, you can bring them to the fight with Sarevok as well. Since the Nymph Cloak is easy to recharge, you could throw gobs of charmed critters at any of the key fights in the city. You could flood the Ducal Palace with so many charmed peasants that doppelgangers can't move. If Halbazzer Drin has the right spell picks, you might even be able to nail Sarevok with Imprisonment cast during Time Stop, though I'm not sure if that will end the game properly.
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    Dont forget that @Vynn and me have played 100++ poverty runs with Totemic Druids before @semiticgod so we know - at least for BG1 and SoD - whats going on. At least most of the time. We managed to get to Sendai in ToB once but died as we could not pull out the Pocket Plane escapes. But - yeah - Big B was the main problem over and over again. And he still is... :D

    Our tests against Big B are not looking good as the Bombardier Beetle stun is NOT working on him. Yes, the log tells you that he is stunned but he keeps on hacking like normal. Damn it...

    Even worse it looks like Big B is using his Improved Invisibility quicker than in 2.4 so in several test fights we were not able to finish "Magic Resistance" before he vanished canceling the spell.

    The Demons also target Loreth very quickly now to catch her with Hold Person so without Improved Invisbility active the battle is over before it begins.

    WIth other words: We will need a miracle to get through this horror. B)
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I looked it up and unfortunately Belhifet is innately immune to stun effects. It looks like only True Seeing, Magic Resistance, and Harm could kill him, and that's a total crapshoot.

    Is it possible that Single Weapon style could work with Harm? If it does, it would double our chances of getting a critical hit.
  • HarpagornisHarpagornis Member Posts: 1,658
    edited June 2019
    Yes, Single Weapon style works with Harm @semiticgod so the combo of MR + Harm has a success of 0,1 x 0,6 = 0,06 = 6%. Could be worse! :D

    At the moment we are testing different approaches and ideas - more on that later...
  • Grond0Grond0 Member Posts: 7,318
    edited June 2019
    Where does the 0.6 come from? I assumed that would be the chance of getting through MR, but wouldn't that be 0.76 (for a 12th level druid) - or are you factoring in the possibility that the magic resistance spell won't be successfully cast in the first place?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    With a 10% chance of landing the hit and Belhifet's MR reduced to 24%, we're looking at a 7.6% chance of success per casting of Harm. Since you have two castings of Harm at level 12, the odds of failing both times are (1-.076)^2=.853776, or an 85% chance of failure. That 15% chance of success is pretty lousy for no-reload purposes, but if you were willing to brute-force it and restart from Candlekeep until you got it, it looks like the druid might well have a shot at a no-reload poverty run in SCS v32.

    It's probably worth doing some research into BG2 before investing in that kind of endeavor. You wouldn't want to spend hours re-doing the BG1 and SoD run, only to lose the run to an unforeseen obstacle in BG2.
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