Hi, this thread is to discuss the effect of spell sequencers on saving throws that an enemy has to make in contrast to a situation where spells would be cast without a sequencer. I created this thread based on discussion here
I have BG2:EE v220.127.116.11 (current latest), SCS v30, Ascension v1.4.24, Wheels of Prophecy v6, aTweaks v4.51, Rogue Rebalancing v4.91, Unifinshed Business v26, Wizard Slayer Rebalancing v1.3 and Big World Fixpack on top. I didn't install all features from the listed mods, I rather selected the components I liked. I don't believe any of my mods changes the behavior of sequencers.1. Enemy Commoner with Save vs. Spell 0; Minor Spell Sequencer - Blindness & Blindness.
I tried 50 times and observed that the commoner almost always threw his Save vs. Spell dice exactly once.
It happened only once that I saw two throws made by the commoner.Comment:
It is as @BelgarathMTH
says - putting Blindess into sequencer twice wastes one slot. On rare occasions, however, we see that enemy has to save twice.2. Enemy Commoner with Save vs. Spell 20; Minor Spell Sequencer - Blindness & Blindness.
No saving throws were visible in the console window and the commoner got always blinded twice.Comment:
No surprise here.3. Enemy Commoner with Save vs. Spell 10; Minor Spell Sequencer - Blindness & Blindness.
Either no saving throws were visible and the commoner was blinded twice; or exactly one saving throw was made to save against both instancess of Blindness.Comment:
No surprise here.4. Enemy Commoner with Save vs. Spell 0; Minor Spell Sequencer - Blindness & Spook; PC at Level 16.
Blindness requires Save vs. Spell with no bonus. Spook (at level 12+) requires Save vs. Spell with -6 penalty. The commoner always threw his dice twice, no exceptions.Comment:
Were two throws observed because the spells were different? No - see below.5. Enemy Commoner with Save vs. Spell 0; Minor Spell Sequencer - Blindness & Deafness
Blindness requires Save vs. Spell with no bonus. Deafness also requires Save vs. Spell with no bonus. The commoner always made just a single throw to save against both spells in my sequencer.
The game engine is probably lazy - it scans spells in a sequencer for unique "Save Type - Save Bonus" pairs and throws only once per such pair.6. Enemy Commoner with Save vs. Spell 0; Minor Spell Sequencer - Web & Web
The commoner had to make exactly one saving throw initially and then exactly one saving throw each round while the two webs were active.
However, I also observed a case where two throws had to be made initially and also each following round.Comment:
Area of effect spells are no exception to the way sequencers handle saving throws.7. Enemy Commoner with Save vs. Spell 0; Spell Sequencer - Skull Trap & Skull Trap & Skull Trap
The commoner had to make two saving throws for three succesfully saved Skull Traps sometimes (Remember that Skull Trap has two damaging components - one without a saving throw and the other with a saving throw to negate.).
He had to make just a single saving throw for three successfully saved Skull Traps other times.Comment:
In conclusion, I think it's safe to say that Spell Sequencer - 3x Polymorph Other to turn Firkraag into a squirel doesn't offer any significant/reliable advantage over 1x Polymorph Other 2x Anything.
This is not how I would expect sequencers to work. I wish enemies had to save against every spell separately..