Backstab bug? Please help.
Yo, i used to play old beamdog version of baldurs gate. I had a assassin like thief and solo played with it, it reached tremendeuous backstab damage in bgee, like 200 at a nice hit, 4xx on a decent hit in bg2ee.
Now i play newest steam version. I have scs, rr, icewindification, a few ctweaks. Almost full scs, some rr(mostly items and better enemies).
I use katana of magi +2 (from kahrk), offhanding drizzt wepon(sometimes take off when backstabbing for better thaco). I also have the gloves (1thaco/2 damage). 19 strenght, more with bhaalpower.
I casted: some devine damage buffs, luck and emotion:hope. Listed min damage was 23. my backstab is 4x. But it dealth 36 damage. Text said: backstab: quandruple damage.
Even unbuffed my min damage is listed at 11, that should be minimum 44 backstab damage.
Anyone know what’s wrong? Newer gamecode? RR? SCS? Katana of Magi+2?
This like ruin the entire thief related class for me. My plan was to one tap every boss on my hardcore run.
Now i play newest steam version. I have scs, rr, icewindification, a few ctweaks. Almost full scs, some rr(mostly items and better enemies).
I use katana of magi +2 (from kahrk), offhanding drizzt wepon(sometimes take off when backstabbing for better thaco). I also have the gloves (1thaco/2 damage). 19 strenght, more with bhaalpower.
I casted: some devine damage buffs, luck and emotion:hope. Listed min damage was 23. my backstab is 4x. But it dealth 36 damage. Text said: backstab: quandruple damage.
Even unbuffed my min damage is listed at 11, that should be minimum 44 backstab damage.
Anyone know what’s wrong? Newer gamecode? RR? SCS? Katana of Magi+2?
This like ruin the entire thief related class for me. My plan was to one tap every boss on my hardcore run.
0
Comments
So ... 1d10+2 from the weapon, +2 from the gloves, +7 from strength. Before the buffs. Without a backstab, that's 12-21 damage ... something isn't adding up. Have you installed something that tinkers with strength bonuses, or reported something else wrong? But that 12-21, in a 4x backstab, becomes (5-14)*4+7=27-63. Not nearly as impressive as the first glance quadrupling.
Oh, and there's still potential for some extra-big hits. Melee attacks against enemies without an equipped melee weapon get +4 damage, and that does get multiplied in a backstab.
Okay, thanks then i know more.
What if i do this:
Cast luck(+1 min damage)
Cast bless(+1 damage)
Cast emotion:hope (+2 damage)
Cast prayer(+2 damage)
Recitation
Other
Will theese be quandruple’d?
I think the old beamdog version had all those multiplied? Or maby my memory only stored the critical hits, it was a special kit with assassin like multiplier i played then.
And yes, the damage i listed might be 1 off, it was just out of memory of me playing yesterday.
Bless: don't know, unique effect with its own opcode. Would have to test.
Hope: Is +damage like the gloves, gets multiplied.
Prayer: Is +damage like the gloves, gets multiplied.
Recitation: doesn't boost damage at all, irrelevant.
(And, of course, I had to look up those IWD spells the inconvenient way because I don't have them installed anywhere.)
Thank you so much
Now i have more understanding how it works
Probarly benefitial to not try to backstab one tap theese bosses on a hardcore run anyway
Thanks, yes i like that shield. Can be clutch with the sanctuary as well on characters with limited functions during solo bgee.
I think last time i played backstab only style it was a selfmade Kensai / Ninja Assassin multiclass kit.
And without thinking about all the stackings that happens there it was super OP.
Because ninja assassin kit is basicly a combination kit:
Assassin (7x backstabber, plague wep)
Bounty Hunter (Extra special traps)
Swashbuckler (+4 damage/taco rolls)
Shadowdancer (all the abilities, with exception of hide in plain sight, but the kit had innate invisibility in clab as well which works the same).
Then add those on with kensai bonuses. So that may be the reason why i had to high exspectations of backstab damage^^
Anyway, i now made a mod which lets you alter base thief class in level 1, by dialog.
This means that any NPC joining which is unkitted thief can now change class.
It means that after you dual to thief you can change kit.
So it should allow me to start as kensai/barbarian/mage/cleric and then dual to thief, and it will be asked if you want to change kit.
I just had some issues when testing it. The issue was that the creature instantly paniced. And i think that is due to me trying to clean its name with: SAY NAME1 ~~
So hopefully i get the chance to Name it "Kitchanger" or something and hopefully it will work and the test is fine.
At least me after dual and immoen when PP'ed outside candlekeep both summoned the creature automaticly.