Level adjustment, xp penalty and other things.
#1
Posté 02 octobre 2013 - 01:01
So what I was wondering is this.. How much of this can I expect to make up for by soloing ceartin parts of the game? What is the exact xp bonus for soloing?
I am tempted to make the build just regular human because playing a level behind and more the whole game just doesnt seem worth is as it is now. Even if it means I will be less pwoerful by the end.
I dont feel like the aasimar level adjustment is justified. The only real bonus to aasimar are +2 cha and wis(maybe elemental resistance , 5). And that is offset by humans getting an extra feat, extra skillpoint per level, and having the multiclass bonus.
2.) Can great charisma be taken as a bonus feat at epic levels? USing for example, divine champion or fighter?
#2
Posté 02 octobre 2013 - 07:00
2) Not as a bonus feat, no. Any class should be able to pick it as a normal epic feat though.
#3
Posté 02 octobre 2013 - 07:24
#4
Posté 02 octobre 2013 - 09:06
I checked the wiki and it says that with an xp penalty of 20% and level adjustment +1 Ill need 38% more xp to reach level 20..(assuming I incure an xp penalty as soon as possible).
I was hoping anyone knew the exact bonus for soloing .. So I knew how much "lost xp" I could regain that way..
#5
Posté 02 octobre 2013 - 09:24
Arkalezth wrote...
You get more XP if you solo, but I don't know if the XP is just split equally among all the party members, or if it works in some other way.
Are you sure that's how it goes in the OC and MotB? I know the encounters on the map in SoZ give you more XP the less party members you have, but those are scripted XP rewards. Basically I'm asking if the creature kill XP itself takes party size into account by default?
#6
Posté 02 octobre 2013 - 09:41
What kind of character are you playing exactly? Unless you need the attribute bonuses for EDM, let's put it this way: Do you prefer being slightly more powerful (you likely won't even notice) for the last 15 minutes, or being more powerful and having more fun all the way until then?Winter90 wrote...
I am just taking the aasimar because it'll result in a more powerful character by level 30. Though it'll be less fun since Ill be weakened until at least level 20 compared to just taking human at the start.
In any case, you can play a crappy character and still beat the OCs easily. You've been planning a character for weeks... Maybe it's time to actually start playing.
Modifié par Arkalezth, 02 octobre 2013 - 09:46 .
#7
Posté 02 octobre 2013 - 09:50
Arkalezth wrote...
I know it does in some modules (BGR and Icewind Dale, for example), so I suppose it's the same for all.What kind of character are you playing exactly? Unless you need the attribute bonuses for EDM, let's put it this way: Do you prefer being slightly more powerful (you likely won't even notice) for the last 15 minutes, or being more powerful and having more fun all the way until then?Winter90 wrote...
I am just taking the aasimar because it'll result in a more powerful character by level 30. Though it'll be less fun since Ill be weakened until at least level 20 compared to just taking human at the start.
Thats exactly why Im considering being human instead, so Im more powerful throughout the campaigns. I was thinking being one level behind is not so bad. But the xp penalty on top of that might be too much.. Thats why Im trying to find how much I can make up for by soloing.
Im trying to increase my charisma score as much as possible so that both divine shield, EDM and spell DC is as high as possible. Logically aasimar will get higher. But will be one level behind almost all the way, and maybe further behind with xp penalty.
That is why I dont know which way to go.. But Ill probably go human so that I dont have to be so far behind..
Modifié par Winter90, 02 octobre 2013 - 09:55 .
#8
Posté 02 octobre 2013 - 09:52
#9
Posté 02 octobre 2013 - 10:49
Winter90 wrote...
I am just taking the aasimar because it'll result in a more powerful character by level 30. Though it'll be less fun since Ill be weakened until at least level 20 compared to just taking human at the start.
I checked the wiki and it says that with an xp penalty of 20% and level adjustment +1 Ill need 38% more xp to reach level 20..(assuming I incure an xp penalty as soon as possible).
I was hoping anyone knew the exact bonus for soloing .. So I knew how much "lost xp" I could regain that way..
I can't tell you the actual math, but I can tell you the actual outcomes from experience. And frankly, that "38% more xp" is ludicrous.
A human, doing all the side quests, will have the XP to be level 21 plus ca. half way to 22 at the end of the OC. If you go on and clear out everything you have access to in MOTB, you should make level 30 somewhere in the last area of Act II; that is, you should be level 30 for ALL of Act III.
An aasimar will still hit level 20 in the OC. (Neeshka, who has the same level adjustment, leaves the party at level 19 and is ready to level up to 20 when she rejoins.) The aasimar will also make level 30 in MOTB early in Act III.
The only characters who will not normally reach level 30 in MOTB are Deep Gnomes, but even they can do some farming.
As for bonus XP for soloing - I can't say it will help much - especially in MOTB. The MOTB npcs all start considerably lower level than a PC imported from the OC, and their impact on lowering the party's average level may be enough to offset any bonus from soloing. Also, the game has a built-in evening out system - if you do encounters that expect you to be level 22, say, and you're level 23+ instead, you'll get less XP.
Modifié par I_Raps, 02 octobre 2013 - 10:51 .
#10
Posté 03 octobre 2013 - 12:10
Without the multi-classing penalty it seems you're subjecting your PC to, the ECL penalty is not a big deal. A ECL+1 PC needs a lot more XP to reach 2nd level, but the difference between an ECL+0 PC and a ECL+1 PC diminishes as the PC continues. See the Level Progression Table:
nwn2.wikia.com/wiki/Character_progression#Character_Level_Progression_Table
Of course, the ECL+0 PC will gain more XP per battle (nominally) than the ECL+1 PC. The XP gain difference for the individual PC is lessened by the addition of each party member, which effects the parties' ECL.
Hopefully, you're taking Cleric after 7 levels of Paladin (favored class). With the right choices, the racial features of the Aasimar is pretty cool and worth taking a ECL +1 hit when just playing for fun.
Modifié par Axe_Edge, 03 octobre 2013 - 01:59 .
#11
Posté 03 octobre 2013 - 01:43
Both human and aasimar will work for the build I have though.. Each with their pros and cons.
Modifié par Winter90, 03 octobre 2013 - 01:46 .
#12
Posté 03 octobre 2013 - 02:33
The Aasimar ECL+1 is pretty fair. Most ECL+0 races have racial features that are a wash, with regards to ability scores ((+2 this, -2 that) or (+2 this, +2 that, -2 other, -2 thing)). Aasimar is +2 this, +2 that, as you stated, which results in a +2 gain overall.
Your kind of being cryptic with your build, but its your business.
Modifié par Axe_Edge, 03 octobre 2013 - 02:39 .
#13
Posté 03 octobre 2013 - 10:39
As others have said, it's your game, but I'd definitely go human.
Modifié par Arkalezth, 03 octobre 2013 - 10:43 .
#14
Posté 07 octobre 2013 - 04:41
Anyone knows the cause of it? And how to fix it?
#15
Posté 07 octobre 2013 - 05:06
#16
Posté 07 octobre 2013 - 05:32
#17
Posté 07 octobre 2013 - 05:33
If it is, then there must be some fundamental screw up in the base code that has somehow gone unrecognized for a decade.
(edit) er, okay then.
I also don't think there's anything wrong with those encounters. More than likely, it's something about your party, something you're doing. Divine Resistance comes to mind, although that should also only affect elemental damage.
(re-edit) Another thing comes to mind - I don't know why the bandit chief would be doing this, but your fight with Zeeaire starts after a cutscene. Perhaps the characters are given immunity to all during the cutscene and it isn't removed in time to avoid reporting 0 damage on the first round. In the Ruins of Arvahn something like this is in effect - there are hostile creatures all over (you identify them as hostile with Tracking) but if you attack them before they perceive you, you do no damage.
This may be something you just have to live with. refer: The Knight Captain kills Callum
Modifié par I_Raps, 07 octobre 2013 - 05:52 .
#18
Posté 07 octobre 2013 - 05:51
I_Raps wrote...
That spell script is nw_s0_endele.NSS. There is nothing at all unusual about it. I doubt it is the source of your problem.
If it is, then there must be some fundamental screw up in the base code that has somehow gone unrecognized for a decade.
(edit) er, okay then.
I also don't think there's anything wrong with those encounters. More than likely, it's something about your party, something you're doing. Divine Resistance comes to mind, although that should also only affect elemental damage.
(re-edit) Another thing comes to mind - I don't know why the bandit chief would be doing this, but your fight with Zeeaire starts after a cutscene. Perhaps the characters are given immunity to all during the cutscene and it isn't removed in time to avoid reporting 0 damage on the first round. In the Ruins of Arvahn something like this is in effect - there are hostile creatures all over (you identify them as hostile with Tracking) but if you attack them before they perceive you, you do no damage.
Hmm.. One thing that comes to mind is that if I reload the fight.. Sometimes.. The bug is not present.. And the fights play out as normal.. (zeearie and the bandit chief) I dont think a reload helps with the ember ambush..
But is there some way can I can work around or fix this.. Its very annoying because the battle doesnt play out as is should..
*Edit* But 9 out of 10 times the bug is present.. Ive been trying to locate the source of the problem but cant find it..
Modifié par Winter90, 07 octobre 2013 - 05:52 .
#19
Posté 07 octobre 2013 - 05:53
#20
Posté 07 octobre 2013 - 10:13
Personally I don't see it as a big deal as it's always gone very fast.
#21
Posté 09 octobre 2013 - 11:05
Another thing that has annoyed me on my playthroughs is that when I fight Logram Eyegouger in old owl well .. He is not using any weapons.. Im about to fight him again on this playthrough and I was wondering is if anyone knew how to fix this.. In the cutscenes before I arrive at the Eyegouger lair he is dual wielding two swords.. And when I kill him he drops the mace of ardulia or something like that.. But he is not using any weapons in the fight.. Does anyone know how to fix this bug???
Modifié par Winter90, 10 octobre 2013 - 03:06 .
#23
Posté 10 octobre 2013 - 11:08
So how do I comment out line 54? Modify the spell script? Where do I look? Im not used to doing that sort of thing.
*Edit* And about the Logram bug I mentioned. Anyone one know of a fix to that ?
Modifié par Winter90, 10 octobre 2013 - 01:32 .
#24
Posté 10 octobre 2013 - 02:19
- Move it to your override folder.
- Open the toolset and click File -> open conversation/script, and search for the aforementioned script. Open the one located in the override folder. At this point make sure you don't see more than one of these scripts in the override folder, which is possible if some mod has changed it. If you do have one there in addition to the one you just moved, just ignore the previous steps and open that one.
- Correction to my previous post: the line to change is 57 (54 was for an older version of the script). In any case, it should read this:
eLink = EffectLinkEffects(eLink, eVisual);Simply add // to the front to comment it out, so it'll look like this:
// eLink = EffectLinkEffects(eLink, eVisual);
- Hit "Save & Compile" at the top of the script page.
- You're done. The spell should no longer apply a visual effect.
#25
Posté 10 octobre 2013 - 02:57
Now I just need help with the logram eyegouger bug(he is unarmed, he is also not wearing any armor).. How do I fix that? If its possible? Or is it supposed to be that way?.. Seems unlikely..
Modifié par Winter90, 10 octobre 2013 - 03:44 .





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