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Baldur's Gate 2 No-Reload Challenge


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#6951
Gate70

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Even a loose-lipped careless ba$t@rd has only one use for the rod proffered by Karthis al-Hezzar.
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With this good deed out of the way Dunderfoot is free to behave despicably once more.

#6952
Gate70

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Dunderfoot looks in his bag for the rod of terror. Hmm, must be in Watchers Keep - could pocket plane there or could try something quicker.

Maybe the Rod of Lordly Might with a mace causing horror. Dunderfoot transforms it and gives it a quick twirl. Oops, Viekang is dead and everybody in the tavern gets angry. A couple of pocket plan jumps later Dunderfoot realises the rod of terror isn't stored so must have been sold in Amn (something to remember in future perhaps).

#6953
Alesia_BH

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Sorry to hear about Cassia Serg. I'd be sad to see your run end, but I support whatever decision you make regarding continuation.

A few comments on the Sphere of Chaos description: There is nothing in the description that signals developer intent to let the spell ignore magic resistance. Nor is there anything that suggests the contrary. This is not unusual: the game's spell descriptions are often silent on the issue of magic resistance. As for the "Saving Throw: Special" line, I wouldn't infer too much from that. The saving throw mechanic is distinct from that of magic resistance checks. The "Special" entry under saving throws likely just reflects the fact that the spell's mechanics are a touch unusual.

(Btw. As an aside, I'm a bit perplexed by the Cloud Kill comments. In my experience, the spell Cloud Kill does not ignore magic resistance and the description makes no mention of magic resistance. The effect from the Wand of Cloudkill does ignore magic resistance in vanilla but that was flagged as a bug way back in the Baldurdash era and addressed in G3 as well. I'm not sure how Cloud Kill gained a reputation for being a spell that ignores magic resistance by explicit developer intent: It's basically the opposite as far as I'm aware)

A few comments on the Sphere of Chaos SPL file: It's an odd file. There are a lot of entries there that seem haphazard. As for the Dispel/Resistance fields, the majority are labeled Dispel/Not bypass resistances. The exceptions are the Current HP Bonus (17) effect, the Damage (12) effect, and the Disintegrate (238) effect: all of those are labeled No dispel/Bypass resistances. Was that intentional- particularly in the Disintegrate case? I can't say, but I have my doubts. I can say that that's exactly the type of error that could go unnoticed for many, many years: a probabilistic parameter on a probabilistic effect of a rarely used spell. Someone with a G3 forums account may want to run that one by them.

Anyhoo: Once again, I'm sorry for what happened to Cassia and support whatever decision you make.

Best,

A.

Modifié par Alesia_BH, 20 juillet 2013 - 05:45 .


#6954
corey_russell

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@Alesia_BH: While various mods may change this, in Vanilla, cloudkill bypasses magic resistance. Which is why I often use it on Firkraag and Mindlfayers, since this is one spell that will work regardless of their MR.

#6955
Alesia_BH

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corey_russell wrote...
@Alesia_BH: While various mods may change this, in Vanilla, cloudkill bypasses magic resistance.


Yes. There was at least one version of cloudkill that ignored magic resistance in vanilla. The wand variant I mentioned is well documented (spell file versions not so much). This is generally regarded as a bug however rather than by developer intent. It was first addressed by Baldurdash around 2001. The fix was later integrated into G3 along with the other Baldurdash fixes.

It didn't surprise me at all to hear people mentioning that the cloudkill effect can bypass magic resistance: that's been discussed in player communities since at least 2000- likely before. What surprised me was this comment:

corey_russell wrote...
I know cloudkill says it bypasses MR


That would be news to me. Can you confirm that?

Best,

A.


EDIT: I hope this hasn't sounded argumentative or confrontational in anyway- that wasn't my intent. I hope it's also understood that I'm in no way critical of those who use the vanilla mechanic: I always encourage players to make their own decisions about what is right for their playthroughs.

Modifié par Alesia_BH, 20 juillet 2013 - 02:21 .


#6956
Serg BlackStrider

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Thanks for your comment, Alesia. Looks like the spell Sphere of Chaos is indeed a controversial and confusing one. So, I think, if there are no principal objections from you, friends, I'll restart from the save at the beginning of Ust Natha and try to continue the Avatars' run. As for the spell itself I will not modify it, just going to take into account its strange behavior.

#6957
Gate70

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Dunderfoot is level drained by a cambion and 4 demon knights in Watchers Keep, so uses a scroll of restoration. He is careful to pocket plane rest after each room on the third level, returning with hardiness and enrage active.

All goes well, right up to the Demon Wraith. At one stage he is silenced and unable to enrage so runs around the room as soon as he is level drained. Then he triggers what looks like a prismatic spray trap and survives so limits his wanderings to three sides of the room. At this point he switches to the Dwarven Thrower and the red dragon shield, using GWW to kill the entrapped slaves. Once they are removed he switches to the Demon Wraith.

With the battle over he continues to Aesgareth, winning the first two bets but losing the third. Aesgareth departs, leaving Dunderfoot drained and weakened. Everything is backpacked so he can crawl to an exit, only to upset Carston and see five illithid arrive. No weapons, no armour, no helm. Gaxx invisibility activates as he saves against their psionic blasts, and he crawls away to pocket plane and find Sister Garlena.

#6958
Alesia_BH

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Serg BlackStrider wrote...
Thanks for your comment, Alesia. Looks like the spell Sphere of Chaos is indeed a controversial and confusing one. So, I think, if there are no principal objections from you, friends, I'll restart from the save at the beginning of Ust Natha and try to continue the Avatars' run. As for the spell itself I will not modify it, just going to take into account its strange behavior.



As mentioned, I'll support whatever decision you make. And I'd definitely be happy to see the run continue.


Best,

A.


Btw. I'm reluctant to say what I'd do in that situation since I'd take a slightly different approach and I wouldn't want my comment to be taken as a lack of support. It's your decision and I'll support whatever you choose. But if you'd like to hear what I'd do, just ask. 

:)

Modifié par Alesia_BH, 20 juillet 2013 - 08:56 .


#6959
Gate70

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Dunderfoot has returned ready for the five mind flayers. The main part of his preparation is the white scale armour - for the first time in his life he stands a decent chance of not being hit. More so with his GWW Dwarven Thrower.
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A demi-lich is no match for the Daystar/PfU combination - Dunderfoot deciding he has no alternative plan to protect himself against the inevitable spam-ranged imprisonments.

Oh mighty Saladrax, observe how the replacement ring purchased in Saradush complements the helm and shield for 110% fire resistance, allowing the Dragonslayer sword to cut you down to size (Dunderfoot is buffeted into a corner so it is a GWW race to the death as he cannot move - 166hp remains as Saladrax dies).
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p.s. The additional storage has enabled some serious looting to take place.

#6960
Alesia_BH

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Btw. Nice work Gate! I haven't really been following the thread carefully these past few weeks, but breezing through, I'm getting the sense that you've made excellent strides with your solo runs. I look forward to reading your posts this afternoon!

#6961
Gate70

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(this is one of the easier classes but I'm almost there with who casts what and which enemies use vorpal/stun etc.)

Dunderfoot has GWW > Dwarven Throwered the illithid, avoided a maze trap through enrage and tapped Carston out of Lum's machine. Some more stats can't be bad. On to the penultimate level of the keep.

The horde of orcs and a green dragon are quickly quelled, but three attempts are required with the riddling imp and his second challenge (tut tut). The eternal warrior has another successful outing and Dunderfoot has two keys.

The lich gets a Daystay GWW while his flaming skulls encounter 110% fire resistance, becoming troublesome when they explode (cold or acid damage by the look of it) but not dangerous.

Dunderfoot wants to say hello to a mirrored mage but that key isn't there, which means it must be the one unlocking Y'Tossi and her motley crue. Dunderfoot casts Hardiness > Enrage and GWW's as they arrive.

Nalmissra the succubus takes one hit then becomes immune so Dunderfoot switches to the Hive Mother. Her stoneskins last long enough for Dunderfoot to get crowded out (down to about 75hp) so he uses his barbarian speed. The Huntress curses as her arrows bounce off the reflection shield (if they are +1 arrows no risk anyway).

Dunderfoot circles the room, trying to stay out of the Hive Mother gaze. He starts to hit with the Dwarven Thrower but a swarm of insects are following and he has to keep moving. After a short while he glugs three potions Invulnerability (malisoned) > speed > regeneration.

The succubus collects a Thrower hit so a GWW is used to kill her.

Xei Win Toh is using GWW's to keep close, as they expire Dunderfoot uses the gap to GWW her with Blackrazor and finish with the Thrower as everything else catches up.

The Huntress takes several Thrower GWW's, healing each time Dunderfoot moves to avoid the insects. Once she is dead he only has skeletons and a fire elemental in sight so he kills them as he allows the insects to catch up.

With the insects finished he adds a second hardiness and another GWW. The Hive Mother takes 3 FoA +4 GWW's and Amerelis Zauviir another.

Y'tossi is now alone and Dunderfoot uses another couple of FoA GWW's to remove her stoneskins and end the battle.

Modifié par Gate70, 20 juillet 2013 - 10:39 .


#6962
Gate70

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The 3rd seal is a trifle worrying (level drains mainly but liches and beholders too) so Dunderfoot considers leaving it for a while.

He stares and stares but he can't make much of anything in his loot bags. Eventually he uses the pocket plane to summon Haer'dalis and a minute or two later the bard is talking to Sarevok while Dunderfoot is selling another 100k of loot to Karthis al-Hezzar. Quite how the merchant can complain of bad business the dwarf doesn't know.

The fire giants here get a barbarian > Roranch > Hardiness 110% blunt resistance, while the standard soldiers are using +1 weapons so Dunderfoot calmly butchers them all.

Modifié par Gate70, 20 juillet 2013 - 11:03 .


#6963
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The Master Wraith swirls into action, but Dunderfoot has hardiness > DUHM. Together with his elemental resistances (20% Bhaalspawn tear, 25% helm of the rock, 50% armour cold, 25% shield fire, 40% ring fire) the dwarf emerges unscathed as the Master Wraith dissipates away.

Dunderfoot reads a scroll of Corey Russell PfU and clears three more groups of undead without incident. Nyalee tells him the secret to the invulnerability of Yaga Shura so the next destination is the Marching Mountain temple.

#6964
Gate70

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Dunderfoot has GWW'd two axe-wielding fire giants before killing three of the nearby Bhaalspawn (Toop the Brave is quick enough to run away) and uses Roranch > Hardiness to deal with two hammer-wielding fire giants. a pair of burning men see the Wave halberd make a brief appearance.

Dunderfoot examines the temple to see if there are any other ways in or out - there are none. He taps his feet to a strange melody (which to my untrained ear and vague memory is reminiscent of the Conan the barbarian film score).

#6965
Gate70

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The Roranch > Hardiness combo sees more fire giants killed, the elite fire giants GWW'd before their axes cause too much damage. A pair of golems also hit the blunt barrier and Dunderfoot is ready to investigate the other side of the temple (pity he didn't bother with Crom Faeyr but the FoA should be more than adequate).

#6966
Gate70

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Two fire salamanders are Waved, then four fire trolls FoA'd but they have badly wounded Dunderfoot. Haer'dalis identifies a girdle as Dunderfoot recovers then returns to talk to Sarevok again.

#6967
Gate70

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The two blocked chambers are opened and Dunderfoot sets to work, killing fell cats first. Waving burning men, fire salamanders and fire elementals with non-proficient GWW's then flaming skulls sees the inner temple seal neutralised.

Berenn and his fire giants are killed in one sitting, Dunderfoot being careful to move or inspect containers while enraged (there is at least one maze here). Then back to Cespenar and replacing the offhand Belm with the offhand Axe of Unyielding +5.

Imix and his two burning men all fall within the same Wave GWW. Cespenar forges the Ravager halberd and Dunderfoot wonders how he can wield so many useful weapons at once.

#6968
Gate70

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Nyalee is the first victim of an offhand AoU vorpal, only because her shambling mounds are immune to such trickery. Her final act before expiring was to remove the immortality from Yaga Shura, and with nothing more of interest in Saradush it is time for Dunderfoot to head to the siege camp.

A single hit has Yaga Shura crying for mummy. Dunderfoot just has time to kill a couple of soldiers before the giant Bhaalspawn returns. One GWW has him badly wounded and a second has him drain-chunked.
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(Slight mistake here - only the mage lieutenant sticks around to be vorpalled)

#6969
Gate70

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Pocket Plane challenge 2 : Dunderfoot has defeated Dundergoodfoot and Tamoko and does a double-take as Semaj tries to disintegrate Angelo.
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With the challenge completed Dunderfoot needs to make his way to the Oasis.

#6970
Gate70

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Jamis Tombelthen and his men donate 150k+ at the Oasis before pointing the way to Amkethran.

Dunderfoot helps a priest, but trying to help the smugglers sees him kill 4 monks only for the smuggler to be shooting arrows at him while not hostile (hmm, similar to Semaj). Dunderfoot heads outside and returns only to find the smuggler dead so is unable to purchase any gear.

#6971
Gate70

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The real Sendai strikes again. Dunderfoot was enraged and 200+hp then dead, so don't think it was harm.

I reloaded, liberally CRTY/Y'd the fake Sendai's while CTRL/Q'ing a few drow into a party to see what she cast at them. The possible spells were implosion / wilting - don't think so with that HP and sphere of chaos - quite likely.

Oh well, same fail as Serg so in good company.

Modifié par Gate70, 20 juillet 2013 - 02:59 .


#6972
Serg BlackStrider

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Alesia_BH wrote...
Btw. I'm reluctant to say what I'd do in that situation since I'd take a slightly different approach and I wouldn't want my comment to be taken as a lack of support. It's your decision and I'll support whatever you choose. But if you'd like to hear what I'd do, just ask. 


Of course I'm listening :) What would be your decision? Kick out Cassia and continue as a Five? If so, how do you feel about to take someone from NPC pool (Cernd for example as the same class)?

@Gate: feel sad to hear that Dunderfoot just walked smack in the same cow dung...:(

#6973
Grond0

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Shame about Dunderfoot. Do you know what his saving throw was?

#6974
Gate70

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Spells was -2. Had been -4 (normal armour & ring +2) and -6 (human flesh armour).

#6975
Grond0

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That sounds a bit strange - would have thought that would give you an automatic save.