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kreso

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Everything posted by kreso

  1. There's no way it lasts 6 seconds...I checked it in NI as well, but in game it doesn't last that long. Edit: Tried it some more....last for approx 1/2 duration of fighter's Called Shot. i.e. around 3 seconds.
  2. May be 3 for me (I play with 40 fps games speed).
  3. I need confirmation on this....does "Slow Time" ability last shorter than 6 seconds (1 round)? It seems to last no longer than 3 seconds somehow.
  4. Yes, he gets 10 points per level. He gets 10/20/15 for find traps/move silently/hide in shadows. These are dependant on his Dex score apperantly. If his Dex is below 14 (I think) he gets penalties, might even end up with -5(!?) on Find Traps/Move silently. Yes, monk looses 1 APR and is still able to attack. Perhaps you could apply a "Disarm" effect on them instead? If it isn't already used...
  5. Well, I don't see my fighters dual wielding +3 Halberds with 0 speed factor and no penalties for dual-wielding for 10 (!) apr... , not to mention Gauntlets of Crushing extra +4 damage per hit. But yes, the main issue here is imp.haste, not Monk per se.
  6. Between forums and fixes I ended up not having enough time sorry. I'll try to finish them tomorrow, maybe with a bunch of surprises. Edit: will reply to Monk's feedback tomorrow morning. Thanks for it. I'm sorry for not posting it sooner, simply forgot about monks (been playing around with a Barbarian). Np for paladins, I can wait. Fighters alone still keep me going. Otoh, it seems to me that the hardest part (at least for warrior classes) is almost done. I.e. Paladins will get no potential game-breaking or "difficult" skills (think Frenzy or Called Shot), Rangers as well (BM seems to be the one issue, and Trueclass Ranger the second), plus they all seem to look fine on paper. Sure, testing will need to be done (for Inquisitor in particular I think) but the direction seems to be clearly set.
  7. It is fine. Other Pallys coming out tonight? Np if not. Always wanted to try out a 4 member Paladin group.....
  8. Feedback on Monk, BG2 First, the question "is Slow Time OP"? As powerful as it may seem, no. It lasts for so short that abusing this (killing a mage before he buffs up) is impossible. It may buy you some time for few attacks, perhaps kill an enemy before you die, but it's by no means broken. Sort of like Deathless Frenzy. Nice addition (I do like DF much more, however) but nothing more than a last-resort spell, which due to short lasting cannot be used in conjuction with any other Monk abilities. I tried to find possible enemies where this could be useful, but failed - most of enemies are too tough to kill that fast, and mages use prebuff in an instant. It also seems to last less than 6 seconds, but that's relativity of time I guess. Empty Body - ummm....I think that (due do casting time mostly) this is actually a step back from Ki Dodge (which is great). Ended up not even using it, this needs instant activation if it's going to be of any use at all. I can see it's use (sure death dodger ,) but casting time messes it up completely. Ki Shout - I liked this one. Main use was to disrupt casting, damage is low but it doesn't matter for this kind of spell. My favourite, I guess. Only problem is that you need to be very close to targets for this to work. Useful skill. Ki Arrow - mmmm....again, a spell disruptor but mainly for lower levels it seems, it bounces of Physical Mirror and doesn't penetrate Protection from missiles. Damage is very poor for a single-target spell. Perhaps adding another effect (Blindness or something) could make it more useful. Might be just my opinion, but I found all other Ki abilities much more useful. Obsolete by Shout. Insta-heal is very nice, ofc. As for gameplay, I liked him. He looses out on a bunch of stuff (mainly weapons) but given his ability to have 10 apr it doesn't matter. One thing I'd like to point out - don't add ST penalty to Stunning Fist, it's fine as it is - apr alone makes up for saving throw. He can tank lesser mobs easilly, a bit sucks vs boss types but only if he gets focused. Otherwise, a dervish of destruction, especially after a strenght boost and those monk only gauntlets of crushing. Damage per round easilly gets insane (more than 300 with 20 strenght). Perhaps tweaking his fists (1D10) wouldn't be bad. Given that in SR4 imp.haste will add 2 attacks, this might help balance it out. I find him a bit OP - he gets vanilla whirlwind attack with a simple 6th level spell (and all atacks do obscene damage). The fact that he lost MR is more than balanced with possibility of imp.haste, and his immunities are still there. Perhaps adding immunity to imp.haste also wouldn't be bad. The way he is, he's more than a match for any fighter kit so far in BG2. Exellent progression into ToB, and benefits immensly from a supporting mage. He could die easilly, but with his Ki pool (Abduant Step) I reloaded very few times. One thing that kept him balaced is the fact that enemies use HLA's like Power attack etc. to disable him, after he's disabled he dies very very fast. All said and done, I think slight nerf needed. For as long as he isn't the main focus of enemies, he acts like hell on wheels.
  9. All you need is ToBEx? Cool. Monk Np, will post feedback in an hour.
  10. Progression rate you wrote down is perfectly valid. +18 a priest gets at level 18, and a paladin 8 levels later, at 26th. I don't think Divine Power should have neg.impact but this spell is basically a single-class cleric only....it works as intended for clerics. Actually. yes, it works exactly as it should! Note the 8 levels spellcasting difference behind a pure class cleric. The spell description (SR, yes?) states - "it gives you a THAC0 of the fighter of the same level". Since your casting level is that low, it gives you a THAC0 lower than you normally have. :D
  11. I tested this as well, created custom cleric and paladin - Paladin seems to be 8 levels behind the priest for spellcasting level. Cleric gains +2 from DUHM at level 6, Paladin at 8+6=14. It has no "early cap", even in vanilla Paladins could eventually summon Skeleton Warriors. It is capped, at +6 bonus, as the spell says. You can't get higher scores (+7). It works as it should, I don't see any errors...was it intended to work differently? As for monks, yeah, I played them in BG2. Gonna post in Monk topic for that.
  12. Good. I won't be able to try it out for few hours.
  13. Ummm...my mistake, he uses Lay on hands at each level up...regardless of Smite Evil. Will do. I noticed it works for Chaotic Evil Xzar...but those gnolls near High Hedge seem to be neutral, ditto asassins in Candlekeep EDITED: I need to re-check this Lay o Hands. EDIT 2: He cures himself at level 6, 9, 12, 15.....
  14. Fast feedback, will post more later since I can't play now: He seems to heal himself using "lay on hands" every time he gains another use of "Smite Evil" Level 14 aura seems to fire of a non-damaging Sunfire animation Good news: You fixed his spells :D Great job, no more skeletons and poisons. He gains Turn Undead at level 3. Caster level seems fine, he doesn't get more than +1 bonus for DUHM for BG1 levels, gains +2 score bonuses later (as he should) Smite evil seems to be working correctly, Blindness allows for save correctly and works as intended. Things I need to check: Aura of protection - how it is affecting evil creatures, it correctly works for +1 to saves for party (still has Sunfire animation) Lay on hands curing poison/disease
  15. Going to try them out asap. Thanks for the upload.
  16. Further feedback on monk, BG1 Now at level 6...faster progression really came to play here. Rest of the party is Shar-Teel, Imoen now dualed to mage, Viconia and Jaheira. Monk's power is nice here. She has 3(!) APR, the equivalent of a 7th level long-sword dual-wielding fighter. Bit les damage/THAC0, but it's balanced nicely. Fighter will probably gain offensive edge again at level 7 (fighter also beats monk tanking-wise) when 2 APR become available, along with 4*in a weapon. Monk's level progression is the real deal in their favour here, given that level 7 fighter needs 64k exp for that extra 1/2 attack, while monk gets (at level 6) his before 30k. Stunning blow is still the weapon of choice, and if I hadn't monk along I doubt I could do Mutamin&basilisk company so easilly and with no petrifications. I expect (may be wrong, but we'll see) Shar-Teel to gain more power now (Spider's Bane) and my monk seems have all he needs (apart some equipment pieces) already, I don't expect her to get much better (Manual of Gainful Excercise/Ogre gauntlets are a long way from where she stands now)- but it's overall already a huge improvement over vanilla. If I'd have to compare him to something, I'd say he plays like a fighter/swashbuckler combination. Clerics remain the most dangerous oponnents imo. Hard to hit, powerful spells, both of which make a monk's life miserable.
  17. Monk I am looking for trouble . I'll explain, I actually wanted to write something about this issue anyway. Glad you reminded me. First, let me say that this is a game issue, not a "Kit Revisions" issue. Monsters in BG1 are, very generally speaking, divided into 2 raw categories - those which you can kill in a single hit in melee (these include Gibberlings , Hobgoblins, Flinds, a number of humans etc.) and those you can not such as Ogres, Clerics and mages (I think this applies to SCS only, not vanilla), Bears etc. In the very beginning, first type of enemies make for 99% of encounters. What happens with monk is that he cannot kill such enemies in a single hit often. That exposes him quite a bit. I'd rather have 1 apr which kils stuff immediately (kensai with 2-handed sword) than 2 weak attacks that a)need to hit stuff (early on, even kensai misses often.) b)need to roll a number between 3(18 strenght) and 8 (max damage) for damage consideration For example, my kensai had 18/65 strenght, 2* sword, 2* two handed style. 2d6 weapon. (2d6 + 3(strenght) + 1(style) + 2(proficiency)) = 7 minimum and 17 maximum damage. Almost double what monk gets. Half-orcs could get even better numbers. This kill such low HP beasties on first hit, hence battles last shorter and kensai has few oponnents that actually take a swing at him. I imagine (and I'll try that today) that kensai should be dual-wielding for maximum effect. Not only would he attack faster, but having 2 attacks from level 1 seem too good to pass on, and Ki Strike would be more useful. It does, even such low numbers help immensly in the beginning. To be honest, I'd vote that only Kensai gets those, but that's just me. It's fine. There was an old mod (and I took the time to find it yesterday), it's called Vedran's lost items, which gave monks +3 AC and +1 THAC0 at level 1 if they had Wisdom over 16 I think. I usually played with this, since vanilla monk is pathetic that early. Don't forget that monks level up really fast. I'd say - fine, but if you want to add another +1 AC it's also fine by me. No, I somehow tought that Ki dodge is teleport..... . Damn that yesterday's testing for level-up abilities. I'd consider it as a fortitude save, and imo it would make more sense that fighters are more able to resist such hits than mages. Anyway, yea for penalty to saving throw at higher levels. He isn't. Stealth is very powerful in BG1 (don't forget that being invisible gives you a +4THAC0 bonus), and players will witness a huge power boost with some decent equpment (Claw of Kazgaroth, for example, with 18 constitution monk looses no HP for wearing it), and by levels themselves. I like my monk and how she's developing. With Ogre Strenght gauntlets, I imagine she'll be on par with dual-wielding fighters. As for styles, some of those listed in Pathfinder are very nice indeed. I liked Boar style. I'm going to have 5 eventually (albeit only women are allowed ) in party as well, but I'd also like more feedback. I don't know if NearInfinity works with BG:EE which I assume you're playing. If not, you can use unless BG:EE fixed it. .......................... I have no suggestions on this matter (or pretty much anything incuding description/graphic issues), I generally tend to overlook such things and think more about effects in game. Am glad someone does, however. P.S. A suggestion to make Ki Strike more useful for Kensai in BG1 - add +2 or +3 THAC0 when using that ability.
  18. Do you play with IR 3.1? Then it is working as intended. Yes, I am. Never noticed this however.....Other Ioun Stones don't seem to have this flag set. This is the only such item in the game I believe.
  19. Ummmm.....I think I can tweak all Ioun Stones not to protect from critical hits anymore. ToBEx magic I guess.
  20. Feedback on Monk, BG1 Same starting issues as Kensai, multiplied by 1d10 HP dice. Lots of reloading, and low THAC0/damage ensure plenty of misses and longer fights, equaling even more danger that playing with kensai. Things improve by a large margin at levels 3, but getting there (I played with only Imoen in party till now) is indeed a pain. Bigest numbers of reloads was forced in a battle vs 6 Hobgoblins. Even my kensai had very little trouble dipatching them, yet monk seemed so fragile here. Now with 5/2 APR, 35 HP, things seem much brighter. Ki abilities - I ended up using Stunning Fist the most. Being able to set up auto-hits is beyond useful. Teleportation is nice for archer killing, but it's exactly because of this ability I find Ki step useless. Why run, when you can fly? Stealth is the key to dispatching SCS mages with a monk. Low HP pool means that mages are very devastating to monks. Same goes for Clerics, which a monk has trouble hitting as well (armor + shield usually). Takes some attempts to finally hide (Boots of Stealth help alot), afterwards is Stunning Fist and pray that it stuns on the first hit. (Things will change now after picking up Viconia and Jaheira). APR 5/2 seems high indeed, after gaining some levels Hobgoblins no longer present any challenge and usually die at a 2 per round rate. Overall, he seems quite playable (I did resort to darts for first 2 levels however, as well as metagame knowledge. In SCS options for gaining levels are very few, and sometiomes it seems like you're stuck, especially when you don't have a Cleric with Hold Person/Silence) and fun. P.S. I have some weirdness in my game now - as I said, I bought an Ioun Stone for my Kensai when testing him. Now, I bought the very same item for my monk. Incredible, but true - it doesn't protect from critical hits. Stays on the head slot so it should always protect from criticals, right? Well, not this one. Edited: Why does Stunning Fist force a save vs spell? I think a Death (or Breath) save would be more appropriate for and ability which has very little connection with spells in general. It would also be much more useful vs mages. Also, it seems to last a bit longer than one round. P.P.S. I edited Oil of Speed for my monk to use, np now.
  21. Yes I can confirm this. Confirmed here as well. Btw, he cannot drink IR Oil of Speed, don't know how vanilla handles them. I use potion swap to use it. Btw, he still doesn't get Slow Time for some reason. Anyhow, gonna post feedback on BG1 later, enough bugs, let's play.
  22. Monk indeed seems to be immune to Haste...I'm quite sure this isn't hardcoded, I removed it once and he could be correctly Hasted.
  23. I'd vote for this. Simply change the description to something like: "When unarmed, monk attacks with Flurry of Blows. Each round in melee combat he gets one extra attack if both of his hands are free."
  24. Well, he will do 3-12 damage with 18 Strenght....it's ok i guess, I like monks with weapons anyway.
  25. This is so odd...NI doesn't find these files in the Override, yet they get copied there on install.
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