Burning Earth no longer striking as +4 weapon?
OrlonKronsteen
Member Posts: 905
Hey everyone,
The other day I was battling an earth elemental in the undercellars, using the Burning Earth longsword. My understanding is that it's supposed to strike as a +4 weapon - however, against the elemental I was getting the 'weapon ineffective' notice in the game log, which led me to believe that it's actually striking as a +1 weapon.
A couple questions from this:
1) Is the sword supposed to strike as +4? If so, I'll happily do further testing to verify my finding and report it on Redmine.
2) If it is bugged, can I simply change the enchantment level with Near Infinity to fix it, or will that cause other problems with the item? I used to fix items like this (e.g. Daystar) before v2.0, but I don't know if it's still safe to do so.
And unless anyone already has the answer to the following at their fingertips, I'll also try to test other items with situational enchantment levels, like Jerrod's Mace and Daystar in BG2 (not to mention Burning Earth in BG2) to see if they're working as intended.
Thanks in advance for your insights!
The other day I was battling an earth elemental in the undercellars, using the Burning Earth longsword. My understanding is that it's supposed to strike as a +4 weapon - however, against the elemental I was getting the 'weapon ineffective' notice in the game log, which led me to believe that it's actually striking as a +1 weapon.
A couple questions from this:
1) Is the sword supposed to strike as +4? If so, I'll happily do further testing to verify my finding and report it on Redmine.
2) If it is bugged, can I simply change the enchantment level with Near Infinity to fix it, or will that cause other problems with the item? I used to fix items like this (e.g. Daystar) before v2.0, but I don't know if it's still safe to do so.
And unless anyone already has the answer to the following at their fingertips, I'll also try to test other items with situational enchantment levels, like Jerrod's Mace and Daystar in BG2 (not to mention Burning Earth in BG2) to see if they're working as intended.
Thanks in advance for your insights!
3
Comments
It is a +1 weapon by default.
It is a +2 weapon vs. regenerating creatures (trolls, lycans)
It is a +3 weapon vs. cold-using creatures (Winter Wolves)
It is a +4 weapon vs. undead
You could make an argument to add White/Silver? Dragons, Ice Salamanders, and Ice Mephits as Cold-using creatures. (Were there any Ice elementals I would add them as well)
The Daystar now works similarly as well:
It is a +2 weapon by default.
It is a +4 weapon vs. evil creatures
It does an additional 1d8+2 damage vs. undead, or 1d8+4 vs evil undead.
They have been fixed to match their description I think since v2.0.
so, the way it was prior to the change was just a consequence of flawed implementation of pnp, due to technical limitations.
edit: daystar is also a pnp generic, 100% conforming; there it's known as sunblade
so "daystar" is just a specific, named, sunblade, the same way carsomyr is a named, but in all respects generic, holy avenger (however, holy sword mechanics were never implemented fully according to pnp, because they're kinda complicated)
Does Daystar do double-damage vs. undead as described? If so is all of the damage doubled - (1d8+4)×2 vs evil undead = 10-24 damage/hit?
That actually makes it a great weapon for enemies with high physical resistance (like Kangaxx). The bonus damage bypasses the resistance to take him down in no time.
Correct. This was fixed with patch 2.0. We created a new opcode for it.