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Baldur's Gate 1 No-Reload Challenge


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#2951
Gate70

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Grond0, from your list these are the discrepancies.

Bonehill. BWP suggests a dialogue patch for this.
Gavin BG2. Not mentioned in BWP.
BGT Tweak. Suggests this should go after BG1 UB and before UB.
Turambar fixes. Not mentioned in BWP.
Item pack. Suggests this should go after aTweaks.
XP Mod. Not mentioned in BWP. There is a BG2 XP Patch that should go before BGT, think it is different though.
BG1 level cap re-instatement. Not mentioned in BWP.

#2952
Alesia_BH

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Gorthaur X wrote...
The odd thing is, it's supposed to be a problem with older SCS versions, but I've never experienced it before either, and the only thing that's changed since my previous (trouble-free) game is that I've updated my mods - including SCS.


Interesting. Again, as another data point, I haven't updated SCS recently...

I find it curious that it happened to Grond0 sometimes but not others while running the same install. This suggests the possibility that differences in game actions could explain the variation.

It may be worth mentioning that I never kill Tazok, Diarmid, et al. before the final battle. I'd be curious to hear whether others have noted a pattern there. 

Anyway, best of luck with Alora; I've enjoyed your no-reloads in the past.

Thanks. I've enjoyed them too. :P 
I hope some of us will have fun with this one as well. And I do look forward to following your BGII segment.:)


Cheers,

A.

@ Gate70. Best of luck with Mortix. I was sorry to hear about your Bounty Hunter's fall. I was looking forward to that one. 

Modifié par Alesia_BH, 28 septembre 2011 - 09:02 .


#2953
Alesia_BH

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Quick Note on Alora's Game:

I haven't gotten the chance to play much, but I thought I'd do a quick update so long as I'm logged in...

Alora is currently resting at the Jovial Juggler. She has reached Level 3 and now has 15 hitpoints- that gives her a bit of breathing room. She also has the Shield Amulet, the Necklace of Missles, and a respectable early potion collection. She should be able to keep safe so long as she doesn't go looking for trouble.

When she wakes up, she intends to peek behind some of Beregost's locked doors and rummage through some pockets. We'll see what she turns up.:)


Best,

A.


Btw. Some shots from Alora's recent adventures.

Alora reached Level 2 by assuaging Marl's pain.
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In the eve, she assisted Miranne, and reached Level 3 doing a pest management gig. She continues to use her Darts exclusively.
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Alora's current character record.
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Modifié par Alesia_BH, 28 septembre 2011 - 09:21 .


#2954
Gate70

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BH is a class I've never bothered with, could get away with it in BG but not SOA. May try it again in another couple of runs but just SOA on (don't think the tomes are that relevant for a thief).

Mortix, LG human male Undead Hunter. Travelling with Imoen and Viconia.

We help Minsc rescue Dynaheir only for her to gaze into the eyes of a basilisk and explode into shards of stone. We recruit Khalid and Jaheira, only for him to become a living statue. All that is left for me to do is to use a strange girdle to obtain the final member of my party.

Caldo, Krumm, Zal and Vax are the first to face us and fall.

Mortix, Undead Hunter.
Imoen, thief.
Viconia, cleric.
Minsc, ranger.
Jaheira, fighter/druid.
Edwina, conjurer.

#2955
Grond0

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Gate70 wrote...

Grond0, from your list these are the discrepancies.

Bonehill. BWP suggests a dialogue patch for this.
Gavin BG2. Not mentioned in BWP.
BGT Tweak. Suggests this should go after BG1 UB and before UB.
Turambar fixes. Not mentioned in BWP.
Item pack. Suggests this should go after aTweaks.
XP Mod. Not mentioned in BWP. There is a BG2 XP Patch that should go before BGT, think it is different though.
BG1 level cap re-instatement. Not mentioned in BWP.

Thanks for that.  There's nothing that immediately looks like the culprit to me, but maybe I'll experiment further with different installations some time.


Alesia_BH wrote...

I find it curious that it happened to Grond0 sometimes but not others while running the same install. This suggests the possibility that differences in game actions could explain the variation.

It may be worth mentioning that I never kill Tazok, Diarmid, et al. before the final battle. I'd be curious to hear whether others have noted a pattern there.

I wondered about that as the older, similar problem referred to on the SCS forums was associated with Tazok.  However, I experimented with different actions with him (killing him, peaceful dialogue, not talking at all) and got the bug in each case, so he didn't appear to be the link.

#2956
Gate70

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I should have said, moving BGT tweak would move it ahead of SCS too. Hard to say what impact any of it has without knowing under the covers of each mod.

#2957
Alesia_BH

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 Mini-Update on Alora's Game:

Alora is now at Level 4 and is comfortably though not luxuriously equipped.
Posted Image
Posted Image

She intends to go Basilisk hunting this afternoon. After that, she plans to shop in Ulgoth's Beard before heading into the Nashkel Mines. 

I'll post again when she hits the mines.

Best,

A.

A few shots...

Alora was ambushed by an intimidatingly large group of Gibberlings south of the Friendly Arm Inn. The Wand of Sleep allowed her to stay in control of the battle.
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The belt fetish Ogre got a fitsful of darts rather than a bellyful of Halfling. He would have prefered the latter naturally. And who could blame him...
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Modifié par Alesia_BH, 29 septembre 2011 - 02:20 .


#2958
Alesia_BH

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Grond0 wrote...
I wondered about that as the older, similar problem referred to on the SCS forums was associated with Tazok.  However, I experimented with different actions with him (killing him, peaceful dialogue, not talking at all) and got the bug in each case, so he didn't appear to be the link.


Understood. What about Diarmid? Have you been giving him a taste of justice in the catacombs or have you been letting him scurry off? Just curious...


Best,

A.

#2959
Gorthaur X

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Lots of comments. I've put my WeiDu in my sig, which seemed the most convenient thing to do: this way, it'll also be there as a useful reference for anyone reading my no-reload exploits.

For what it's worth, I did attack Diarmid in the caves under Candlekeep. Didn't kill him, though (and I think SCS makes him unkillable, in any event).

Modifié par Gorthaur X, 29 septembre 2011 - 02:44 .


#2960
Alesia_BH

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Mini Update on Alora's Game:

Alora's dart flicking romp through the Sword Coast continues. She has returned from a successful Basilisk hunting expedition and has reached Level 7. She has a teensy bit more work to do in the south before heading to Ulgoth's Beard: she is a few thousand gold shy of where she needs to be. She shouldn't have trouble raising the funds. Again, I'll definitely post when she reaches the Mines.

Best,

A.

A few shots...

Alora redecorated Mutamin's garden with the help of her new friend Korax.
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This ornery pack of wolves learned that the fact that someone is running, doesn't mean they aren't fighting.
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Alora celebrated her recent accomplishments with a chicken pot pie. Yummy!
Posted Image

Modifié par Alesia_BH, 29 septembre 2011 - 04:58 .


#2961
Grond0

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Gorthaur X wrote...
For what it's worth, I did attack Diarmid in the caves under Candlekeep. Didn't kill him, though (and I think SCS makes him unkillable, in any event).

I've tried various things with him as well - attacking, dialogue and just walking past invisible.  However, I didn't correlate what happened in the final battle with what I did against him (as there was a known SCS problem with Tazok I was monitoring that carefully, but not Diarmid).

#2962
corey_russell

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Heather the level 5 Human Mage - small update

Heather and the gang (Ajantis/Branwen/Kivan/Jaheira/Imoen) explored the area just north of north of the Gnoll Fortress. We found out some miners were working here, which we tried to help out but they went crazy and attacked us so we had to defend ourselves. We found an idol that Feldposte might want (which in fact he did) so took it out. When we did the Doomsayer appeared. Imoen Branwen, Ajantis and Jaheira attacked with their +2 melee weapons. Heather fired some magic missiles and Kivan fired +2 arrows. The Doomsayer must have just awesome AC as the melees missed quite a bit, so as it turned out Kivan and Heather did most of the damage to it. Party members were just getting walloped so had them run away and try to heal when they got low. Several people were in danger of being chunked, so Heather decided enough was enough and used 2 frost wand charges to kill the Doomsayer, giving her level 5. She memorized dispel magic (in prep for a future battle with Kahrk, though this will also come in handy against sirines).

We found commander Brage in the same area. We couldn't decide to bring him to the temple or fight him, wasn't sure which was more experience. It was all moot, however, because when we battled his relative we tried to hold her - she actually died the but hold person hit Brage, so we figured might as well just kill him since he can't fight back. We reported our success to Oublek - just got 250 gold for our troubles, but gold isn't a problem at this point. Not that we have a huge amount (8000), but we aren't hurting for money either. After all of this Jaheira got to level 5 druid. This was nice, as with call lightning she will finally be pulling her weight offensively.

We went to Ulcaster School area next. We didn't bother fighting any of the trash mobs in the area since both the loot is poor and so is the experience. We did get the stealth boots for Imoen though. We went up to a plateau and encountered a powerful skeletal warrior named Icharyd. He tried to send Branwen to the Abyss. Branwen ran but Jaheira saved her with a call lightning strike.

Inside the school, battling wolves of various kinds, was pretty straightforward. We encountered some jellies and got a good use of Jaheira's 2nd level spells. Jaheira normally uses a +2 dagger for melee (not that she gets into much melee, as she usually slings), but piercing is useless on jellies. non-magical clubs are useless as well. Therefore, Jaheira cast Flame Blade, which DOES work on the jellies. She has nothing better for her 2nd level spells anyways...

We brought the book to Ulcaster. No one leveled in all of this, but only Kivan and Branwen are anywhere close to leveling anyways. They probably will the next area we deal with.

Party Status:
Ajantis - Level 5 Paladin, 44 HP
Branwen - Level 5 Cleric, 31 HP
Kivan - Level 4 Ranger, 27 HP
Jaheira, Level 4 fighter/Level 5 Druid, 41 HP
Imoen, Level 6 thief, 37 HP
Heather, Level 5 Mage, 26 HP

#2963
Grond0

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Jug the wizard slayer and his party are at the palace preparing to disrupt a ceremony.  They did more work in the city than I normally do in order to push everyone up to the cap.  Action included:
- Kagain finally got a magic axe courtesy of the mountain maulers who found themselves in a sticky situation.
- Zhalimar Cloudwulfe thought he could hide on the roof, but was wrong.
- Imoen became the last to get fully levelled in the catacombs.
- still working almost entirely without buffs the fight with Prat in the catacombs was a bit nervous.  Jug took some heavy damage from the air elementals and Edwin was picked off with MMMs before the party managed to kill the last of the opposition.
- with Edwin dead there was no protection from petrification to be had.  Fortunately the party had picked up a number of potions of invulnerability and stone form in their travels and these gave Kagain a saving throw of 0 against petrification, while he put his axe to good use.
- Slythe and Krystin also caused problems.  Slythe was lucky to survive the initial engagement, but then was a pain when Kagain and Jug were both charmed.  The remainder of the party ran interference for them (Edwin failing to get a couple of dispel magics to work) and this cost Viconia and Imoen dearly.  When the fighters came to their senses Kagain took a potion of heroism (for the first time in the game) and quickly finished off Slythe.  Under the influence of a hail of throwing daggers from Jug, Krystin followed soon after.
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With a temple available locally there was no need to fiddle around with inventory - just let the piles lie for a few minutes until Viconia and Imoen could pick them up themselves.

#2964
Alesia_BH

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Grond0 wrote...

I've tried various things with him as well - attacking, dialogue and just walking past invisible.  However, I didn't correlate what happened in the final battle with what I did against him.


I suppose we can put that hypothesis to rest then. 

Best of luck in the endgame Grond0.


A.

#2965
ussnorway

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Hi guys,
I’ve recovered from the holidays and ready for my next attempt… my last druid came unglued at the final hurtle but A’Lisia Odare stands ready to avenge the boonies.
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p.s.
As this is my first attempt against the Drizzt saga any hints/ tips are appreciated.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for Tutu/BGT v1.0
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #1 // Install Worldmap v6 Support
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v19
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v19
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v19
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v19
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v19
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v19
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v19
~SETUP-SCS.TP2~ #0 #3040 // NPCs go to inns: v19
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v19
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v19
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
~SETUP-SCS.TP2~ #0 #5023 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v19
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v19
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v19
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v19
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v19
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v19
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v19
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v19
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v19
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v19
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v19
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v19

#2966
Serg BlackStrider

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@ussnorway
Nice to have thee back in action :)
Vengeance best be served cold - remember that and best of luck! ;)

#2967
The Fred

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The Drizzt Saga is ridiculous. You can start it at L1, but don't, because you'll end up with Drizzt doing all the work, and the first boss fight is very much tough-and-go, because everyone does hell loads of damage so it kinda boils down to who hits most first. Not good for a no-reload.

Also, you get five extra party members, so you might want to consider leaving any regular members behind. Note that I think you can actually just pick up Drizzt and then solo the rest of the game with him, or do just the first bit of the Drizzt saga to jump yourself up five levels and net you a sack full of +3 swords; both of these are pretty cheesy, however, especially given that since it's a mod, doing that would be rather similar to just consoling those benefits in. I also assume that you installed it because you actually want to play it.

Just remember, it's pretty high-powered, a la ToB (obviously not that high-powered, but in terms of its ridiculousness). I found it absolutely epic for the first while, then tedious afterwards, and I don't think I ever quite finished it. My advice would just be to wait until later in the game before trying it (and take a Bag of Holding or something, if you can get one).

#2968
Grond0

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Welcome back ussnorway. I agree with The Fred about the Drizzt Saga. I did complete it as part of a no-reload and it was quite fun, but I've had no desire to do it again. If I remember correctly I didn't have an experience cap then and think everyone was a level higher than normal, i.e. level 9 fighters. That meant that I was able to include only Drizzt as part of my normal party without having him totally dominate the fights.

#2969
Grond0

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Final update for Jug. 
- at the palace he compromised his principles of no buffs a bit by having Kagain take a potion of clarity, while the others were protected by remove fear.  The dopplegangers had no chance and both Liia and Belt survived.

- down to the Undercity and Edwin decided he should use a 5th level spell at least once in the game.  As the only one he knew is cloudkill he layered 3 of those in with 2 webs - only Haseo survived (briefly).

- into the temple.  The inital strategy was for Imoen to attack from stealth to try and draw some of the opponents out without Sarevok.  That worked well to start with and when Angelo suffered spell failure I hoped he might be quickly killed.  However, Semaj appeared and blasted Edwin.  If that had killed him it wouldn't have been a problem, but unfortunately Edwin panicked and ran to the end of the temple - activating Sarevok and Diarmid.

Kagain put the single arrow of dispelling found by the party to good use to slow down Sarevok.  Meanwhile Angelo finally died and Jug beat up the skeleton warrior before its arrows caused problems.  The strategy now was for Kagain to lead remaining enemies away - he suffered from a nasty lightning bolt and was panicked, but this time fortune smiled and he ran into a corner, taking Sarevok, Semaj and Diarmid out of play.

Tazok, left on his own quickly died and then Imoen engaged in some cheesy tactics.  Attacking from stealth he first disposed of Semaj with all the party's hoarded exploding potions.  Then he shot up Diarmid, moving a step or 2 to the right to hide behind a pillar after loosing each shot.  His THAC0 wasn't great so that took a while, but he had well over 200 assorted magic arrows and only needed about half of them to leave Sarevok on his own.

Sarevok was now totally helpless.  Viconia led him round on a merry dance, while he was turned into a pincushion, before Jug claimed the honour of finishing him by hand.

Now on to BG2 - where Jug is not intending to allow his opponents the same level of opportunities as in this run.

Edit: forgot to say I made a mistake in the catacombs earlier - somehow managed to leave without taking the strength tome (presumably when rearranging inventory after Edwin's death).  So Jug will go forward to BG2 with the same strength as any of my other characters - that will teach me to tease Corey about the need for strength I supposePosted Image.

Modifié par Grond0, 29 septembre 2011 - 03:20 .


#2970
corey_russell

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Congratulations, Grond0 - Good luck in Amn. Remember, when the game gives you opportunities to die early in BG 2, just say "No". (I'm implementing a "Just Say No" program for Grond0. This program does not require any money from taxpayers).

#2971
Grond0

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Thanks - not sure it will be any more effective than the "Just Say No" instruction for drugs, but we'll see!

#2972
Gate70

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Well done Grond0

Gorthaur X wrote...
I've put my WeiDu in my sig, which seemed the most convenient thing to do: this way, it'll also be there as a useful reference for anyone reading my no-reload exploits.

That's a neat way of doing it. Anyway, not sure how different BGT and EasyTutu are in terms of mod orders other than degreenifier, tutugui and tutufix not being available but BWP came up with this.

BG.
1PP
BG1 NPC
BG1 UB
SCS
BG2 Tweaks
aTweaks
TBTweaks (if this is The Bigg Tweaks)
Level 1 NPC's
Widescreen
TOBEX

BG2
BG2 Fixpack
1PP
Oversight
Item Upgrade (any of Thalantyr, Ruad or Weimers fit here luckily, is it one of these)
Banterpack
IEPBanters
UB
SCS2
BG2 Tweaks
aTweaks
Refinements
D0Tweaks (if this is Ding0's Tweaks)
TBTweaks (if this is The Bigg Tweaks)
Level 1 NPC's
TOBEX
(Ascension not mentioned)

Bearing in mind the number of differences and that you only have the 1 issue I'd be tempted to leave it!

Modifié par Gate70, 29 septembre 2011 - 05:35 .


#2973
Gorthaur X

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I'm probably not going to bother fiddling with it right now; it might very well be that by the time I meet Sarevok again, there'll be new versions of those mods and I'll have to reinstall anyhow. Or the issue might not come up due to some in-game reason.

As for TobEx, I seem to recall having trouble with not putting it first - it lost some of its functionality when installed later, but I can't recall what it was.

#2974
jaxsbudgie

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Alesia_BH wrote...

Mini Update on Alora's Game:

Alora's dart flicking romp through the Sword Coast continues. She has returned from a successful Basilisk hunting expedition and has reached Level 7. She has a teensy bit more work to do in the south before heading to Ulgoth's Beard: she is a few thousand gold shy of where she needs to be. She shouldn't have trouble raising the funds. Again, I'll definitely post when she reaches the Mines.

Best,

A.


Don't normally check this topic but I am intrigued about this Alora run through. Mainly because I like Thieves and really want to play a dart wielding character. What is her damage output/chance to hit like?
Maybe a Sharpshooter dart expert might be something to consider on my next run through .... I just wish there was a mod that put darts into the quivver!

Oh and good luck!

Modifié par jaxsbudgie, 29 septembre 2011 - 08:08 .


#2975
Alesia_BH

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jaxsbudgie wrote...

Don't normally check this topic but I am intrigued about this Alora run through. Mainly because I like Thieves and really want to play a dart wielding character.


Thanks for your interest. I've always found Darts to be a useful proficiency. Their low speed factor and high base APR makes them more useful then they would seem based on a damage per round analysis- especially if you are solo and relying on hit and run tactics. Of course, Darts of Wounding and Stunning are excellent tactical use weapons.

I've been having Alora use Darts as her primary weapon because it's one of the better ways to leverage her Lucky Rabbits Foot. Unenchanted Darts typically do 1d3 damage. The Foot adds 2 to all of her rolls. Consequently, The Foot lets her do max damage (3) with every hit when wielding darts. The high APR and low speed factor of Darts puts The Foot bonus in play more often.

Unfortunately, Luck bonuses do not raise max rolls however, so using Darts does nerf the per hit advantage of The Foot. She'll average 1HP of foot based damage per hit when wielding Darts. A weapon with a larger die would get that closer to 2.

Maybe a Sharpshooter dart expert might be something to consider on my next run through .... I just wish there was a mod that put darts into the quivver! 


That would be interesting. I'd be curious to see how that turns out.:happy:

And yes: I agree. It would be nice to be able to put darts in the quiver...

Oh and good luck! 


Thanks! Good luck with your upcoming adventures as well. :)

Best,

A.

@Grond0- Congrats on beating Sarevok. I hope to see you in Amn.

@ussnorway- Welcome back! And good luck with your Avenger.

Modifié par Alesia_BH, 30 septembre 2011 - 12:03 .