Mod to fix the bow nerfs in BG2 EE?
Dalinoth
Member Posts: 4
in BGII:EE Mods
Can someone please tell me if there is a mod (other than the archer kit mods) that fixes the nerfs implemented to bows and archery ammunition in BG2? Thanks...
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rumors had that some tweak mods do it, but i could not find any tweak mods that specifically said they did, i searched forever and couldn't find any specific mod that does this
but i swear there is one out there that does...
This isn't the case in BG2 and its derivatives - everything that attacks you from a distance has some sort of way to lessen ranged attacks, while basically everything that attacks you up close is cannon fodder.
What bonuses do higher enchantments give in the games? It may be that the bonus is split across the launcher and the ammo in 2EE. (Meaning, a +2 bow has +1 to damage and +2 arrows have +1 to damage)
In almost all cases, bows and arrows get bonuses to attack, but not damage. Even the +5 bows you can make in ToB and the +3 arrows you can pick up in ToB have no damage bonus. The attack bonuses stack, making it very easy to hit targets - but you're going to do less damage than a BG1 archer, unless you've got a kit with escalating damage bonuses. And since pretty much everything has more levels and hit points...
Crossbows get attack and damage bonuses on the crossbow, but only attack on the bolts. The +3 (light) crossbow Adalon gives you has a +3 damage bonus, for example.
Slings and bullets both get attack and damage bonuses, and then get strength damage bonuses on top of that. If you're using the ultimate Erinne Sling +5 with +4 bullets, that's 1d4+10+strength damage.
This is muddied a bit by bows and crossbows containing multiple "base" types, and a number of special items that break the rules.
Among bows, shortbows have +0 attack and damage base. Longbows have +1 attack base, while composite longbows have +1 attack and +1 damage (it was +1 attack and +2 damage in BG1). The unique Ripper and Heartseeker composite longbows have +2 damage, and Strong Arm has +3 (with its 19 Str requirement).
Among crossbows, light crossbows start at +0 attack and damage, while heavy crossbows start at +2 damage. The Guide (heavy crossbow of accuracy +2) trades two points of its damage bonus for three points of attack.
Slings are all straightforward, with the exception of the sling of Everard. That only gives you 1d4+2 damage on the auto-ammo, equal to a +1 sling with mundane bullets.
There's another nerf to bows from BG1 to BG2 - the elemental arrows are a lot weaker. In BG1, fire arrows get +2 to attack and deal 1d6+2 physical/1d6 fire damage. In BG2, they get +0 to attack and deal 1d6 physical/1d2 fire. Similarly, acid arrows go from 2d6 acid to 1d3 acid damage. That change is undone by a mod I have installed; SCS standardizes the elemental arrows at BG2 values.
1) All launchers' enchantments get added to both their To-Hit and Damage bonuses. The BG2 values will be used for the base modifiers (shortbows have no innate bonus, longbows have +1 To-Hit, composite adds +1 to damage)
2) Crossbows get an additional +1 to damage to compensate for losing their relative advantage in BG2 (light crossbows get +1 to damage, heavy crossbows get +3 to damage)
3) All ammunition use their BG1 Dice Values and Enchantment numbers, but apply enchantment only to To-Hit (this way you still need +3 arrows to hit a creature immune to +2 or lower)
4) Elemental arrows use their BG1 values where applicable. New ammunition added in BG2 would need to be reviewed.
5) Self-supplying launchers (Gesen Bow, Everard's Sling, etc) should be reviewed so that their power is comparable to their listed enchantment. This would, among other things, include outright naming the Gesen Bow to "Shortbow of Gesen +4"