Are Drizzt's scimetars +3 considered lower than +3 vs enemies?
I know this is the BG2 forums but it's more active than the BG1 and I'm more curious about this for when I'll reach BG2. Basically, I killed Drizzt early on and took his Scimetars for my Fighter/Mage. Those weapons surely are some of the strongest ones in BG1 (+3 scimetars on top of one giving +1 armor and the other +50% fire resistance).
I'm finishing the Werewolf island in BG1 where I had to kill a Greater Wolfwere and a Loup-Garou which both require stronger magic weapons in order to damage them. I believe that I read that the Greater Wolfwere required +3 weapons to hit (I did have everything on my party for that). I noticed that my F/M's weapons were ineffective and they're +3. Now against the Loup-Garou, it's ineffective once more. I don't know if I need +4 magic weapons to damage it but I would find it very odd considering maybe only the werewolf dagger and Balduran's sword are +4 (vs lycanthropes), even Kondar +1 (bastard sword +3 vs shapeshifters) isn't that strong.
So basically, I'm wondering, are the Scimetars +3 bugged or is there something I'm missing? Do they only count as +2 weapons even though it's written +3?
I'm mostly asking because I planned on keeping those for SOD and a fair part of BG2 until I get better weapons later on (cheat them back in possibly since I consider I deserve them after having killed Drizzt at lvl 5 with SCS mod on) and I'm wondering if it'll be unable to damage monsters that require magic weapons +3 to hit.
Hm.. perhaps they required +4 to be damaged after all considering the next 2 Loup-Garous were immune to Melf's Minute Meteors (which are +3 with SCS).
I'm finishing the Werewolf island in BG1 where I had to kill a Greater Wolfwere and a Loup-Garou which both require stronger magic weapons in order to damage them. I believe that I read that the Greater Wolfwere required +3 weapons to hit (I did have everything on my party for that). I noticed that my F/M's weapons were ineffective and they're +3. Now against the Loup-Garou, it's ineffective once more. I don't know if I need +4 magic weapons to damage it but I would find it very odd considering maybe only the werewolf dagger and Balduran's sword are +4 (vs lycanthropes), even Kondar +1 (bastard sword +3 vs shapeshifters) isn't that strong.
So basically, I'm wondering, are the Scimetars +3 bugged or is there something I'm missing? Do they only count as +2 weapons even though it's written +3?
I'm mostly asking because I planned on keeping those for SOD and a fair part of BG2 until I get better weapons later on (cheat them back in possibly since I consider I deserve them after having killed Drizzt at lvl 5 with SCS mod on) and I'm wondering if it'll be unable to damage monsters that require magic weapons +3 to hit.
Hm.. perhaps they required +4 to be damaged after all considering the next 2 Loup-Garous were immune to Melf's Minute Meteors (which are +3 with SCS).
Post edited by Neo on
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Sword of Balduran
Werebane dagger
Kondar bastard sword
The Burning Earth flaming sword
Oh, and Twinkle actually counts as a +5 weapon. Not that it matters anywhere in BGEE.
In BG2, a number of weapons are flagged as silver even though nothing checks for it - including most dragon claw attacks. Then there are non-weapon items like silver necklaces which are flagged as silver, even though that really doesn't matter.
The defenses on the boss lycanthropes:
Greater Wolfwere (Karoug): Requires silver to hit, regenerates 30 HP/round. 50% resistant to elements, AC -2, free action, saves 7/6/5/6/5.
Loup Garou (Selaad Gan): Requires cold iron to hit, minor regeneration. 45% resistant to magic, AC -1, free action, saves 10/12/11/12/13.
The regeneration here is from 25 Con - less than 1 HP per round. Actually, the creature file says it's 28 Con, but I'm pretty sure that gets truncated.
None of the other lycanthropes require special weapons beyond the usual magic weapon requirement, at least in the unmodded game. With SCS, the two other "loup garou" get upgraded to require silver weapons and regenerate 30 HP per round like Karoug. They don't have his elemental resistance, but they do have about 50% magic resistance.
Incidentally, SCS introduces a few spots where enchantment level matters to BGEE. Some high-level mages can get elemental summons that require +2 to hit, and the cult wizard has a high enough level that he might know Mantle. Aside from that, the lycanthrope bosses, and some people you really shouldn't pick fights with, it's only magical/nonmagical that matters for being able to hit.
Twinkle does not count as a +5 weapon; it's +3. I looked in the game's files just now and its enchantment for determining what it can hit is +3.
SCS has a racial enemy that is best described as “everything that is not a mage” they were probably trying to make Twinkle -255 (THAT will teach them to use a sword) and it accidentally wrapped around.
Jokes aside, this is a weirdly specific thing to bother tweaking. Millions of other swords in the game, I wonder why they messed with this one. Maybe it’s used by some boss somewhere or something?
The only thing I can think of ... what does the old PnP stuff say about "defender" weapons? Maybe this was a change to emulate that?
thats funny because in the vanilla bg2 it did hit as a +5 weapon ( i was able to use it against kangaxx the demi lich ) my guess as to why it was changed to +3 is because now the sword is called defender +3 instead of defender +5 like it was called in the vanillas