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Multiplayer TotSC into Amn and TOB


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#76
Gate70

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I'm sure it is - at least, if neither Grond0 or I are in the party ;)

Modifié par Gate70, 19 avril 2012 - 03:34 .


#77
Grond0

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Many thanks to Gate70 for leading me on the long journey to ToB (and for not abandoning Savvy at the end)Posted Image.

Gate70 wrote...
Draconis
Savvy does something that is obviously helping looked like melee but with all those buffs he could have been swigging a beer.  Never while working - well maybe a light ale.  I think there was a remove magic in there in the short time that Draconis lasted; that was used in nearly all the main ToB encounters - an exception was Melissan, who was immune to it (hence the need for pierce magic instead).



#78
Grond0

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corey_russell wrote...
Nice work guys. Almost looks like no-reload with multi-player might be impossible.

Not sure whether that is intended to be possible or impossiblePosted Image

The style we were using had few pauses in the action.  That's very different from my single-player style (where I'm often pausing several times a second in major fights), but I think is pretty much required in multi-player to avoid annoyance to the other party(ies) and to minimise the impact of lag.  That means that the fights are mainly geared to swords rather than spells.  I think in that style the blade did not fulfil his potential and a fighter/mage (or fighter/illusionist) would have done better.

There were also a few occasions during the run where Merro got let down by his saving throws and perhaps a shorty character would have got away with it.

I suspect that a combination of, say, a dwarven fighter/cleric (or possibly berserker) and gnome fighter/illusionist would have a decent chance of a successful multi-player no-reload with a bit more attention paid to which items to use and perhaps a bit more caution when HPs start to get low.

#79
corey_russell

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I did mean impossible, Grond0. Thanks for the explanation. As for saving throws - Merro didn't need to be a shorty, but Inquisitor instead of cavalier. The Inquisitor gets those nice saving throw to deal with those pesky mages. With my Inquisitor no-reload, his saving throws were well into the negatives by the time I reached spellhold.

#80
Gate70

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I'd normally pause more often too - my screenshots are normally littered with them! Plus auto-pause on spell cast and more recently in TOB fights auto-pause on enemy-gone. Had a brief discussion with Alesia some time ago and for a caster I would try auto-pause at end of round in key combats.

Also I'm still learning buffs. e.g. I make a lot more use of death ward now than I did at the start of this run. Several deaths were due to traps, I'd usually have a thief through BG2 so no idea which traps were particularly nasty and maybe should have been left to Savvy (likewise maybe the frontliner shouldn't be the protaganist).

Strange that two pausers together did less of this, for my part I felt free from the no-reload philosophy so took risks which involved saving throws. It cut down the game time considerably even with the extra reloads.

#81
Grond0

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I'm not aware of any difference in the saving throws of different types of paladins, Corey - though they have different immunities. Is that something specific to vanilla?

By level 17 paladin saving throws are at their minimum - of 4 against spell. I agree that with equipment this will be significantly negative and certainly saving throws were less of an issue for Merro by that stage in the game, though Savvy's saves were not as good and he failed every now and then throughout.

However, a dwarf fighter of level 17 would have a saving throw of only 1 and the difference would be greater than 3 earlier on due to the fighter's faster levelling. That's quite a significant benefit.

I think my experience is also a bit biased by playing with SCS in single player where spell casters routinely cast doom and greater malison at you. I don't remember this happening much if at all in multi-player with BGT.

#82
corey_russell

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Grond0 wrote...

I'm not aware of any difference in the saving throws of different types of paladins, Corey - though they have different immunities. Is that something specific to vanilla?


Hmm, you appear to be correct, Grond0. All paladins get +2 to all saving throws, it doesn't matter on kit apparently. I just saw it in the inquisitor description, and saw that +2 bonus, not realizing that applies to all paladins.

#83
Gate70

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Doom is rare, there are a few instances but can't remember where. Malison too, usually dragons...