Magic Resistance won't stay stacked
Heinrich
Member Posts: 188
I'm not sure if this bug is already fixed but it's definitely worth mentioning...
I have noticed that in the vanilla BG2 game I have a few items that give Magic Resistance for the NPC and all add up. Trouble is, they don't stay stacked after a while and in order for the bonuses to add up again the items would have to be re-equiped. This happens after loading a game, going to a new area or just plain resets after a while.
CURRENT BEHAVIOR:
Carsomyr: +50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 70% MR in total but resets to 50% quite often. (Due to Carsomyr being dominant)
EXPECTED BEHAVIOR:
Carsomyr: +50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 70% MR in total and stays stacked through the game.
I have noticed that in the vanilla BG2 game I have a few items that give Magic Resistance for the NPC and all add up. Trouble is, they don't stay stacked after a while and in order for the bonuses to add up again the items would have to be re-equiped. This happens after loading a game, going to a new area or just plain resets after a while.
CURRENT BEHAVIOR:
Carsomyr: +50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 70% MR in total but resets to 50% quite often. (Due to Carsomyr being dominant)
EXPECTED BEHAVIOR:
Carsomyr: +50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 70% MR in total and stays stacked through the game.
Post edited by Balquo on
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Comments
Sorry for wasting your time, guys.
CURRENT BEHAVIOR:
Carsomyr: set 50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 50% - 70% MR varies depending on order items are equipped
EXPECTED BEHAVIOR:
Carsomyr: set 50% MR
Kaligun Amulet: +10% MR
Ring of Gaxx: +10% MR
TOTAL: 50% MR set by Carsomyr, rest are ignored
IE Carsomy: set 50% MR
(imaginary item): set MR 60%
If you could equip both of these at the same time the devs would be forced to deal with this logic because right now it actually does make sense if you think about it as an absolute. Meaning regardless of how much MR you have when you equip Carsomyr you *should* have your MR set to 50% whether it be a penalty or a bonus.
It would stop making as much sense if it wasn't a unique property like I said above but since it is a unique effect it doesn't need to make sense. The fact that it's unique is also why it is buggy in the fact that you can make your MR be higher as long as you equip your items in a certain order whenever you progress to a new map or even buff yourself.
I personally like unique effects and items so even though it would be cool to have crazy high MR I think it actually ends up being more enjoyable being unique the way it is (and also not too powerful it's already crazy strong).
With more equipped set to x% items, only higher value should apply.
So for example - How much Paladin with 10% MR from hell, 5% from Lum's machine, Carsomyr, amulet +10% and ring of gaxx should have? Depends if Hell bonus is setting MR or adding MR.
So it should be 85% if all was ment to be stackable, which works now a little buggy as mentioned before.
Or 75% if Hell bonus is only setting basic stat as Carsomyr.
I think 75% is right, I doubt developers ment to have characters in game with 85% magic resist, that is definetily a little overpowered.
-Carsomyr is supposed to set Magic Resistance to 50%, but lets things stack on top of it.
-Weapons are 'equipped' after ALL other items in your inventory when a map is loaded. Each time your character is reinitialized (loaded a save game / loaded a map), then it will reequip all of your stuff. (You can tell this by looking at the pile of stuff a dead character drops; the weapons will always be on the very bottom of the stack.)