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-   -   Fighter Attacks per Round (ApR) (http://www.ironworksforum.com/forum/showthread.php?t=23247)

NobleNick 10-28-2002 11:45 PM

<font color = mediumspringgreen>Wizened brains please reply,

I have a very happy condition that I cannot explain: Each of my 3 fighters (level 9 or 10) have 4 (that's FOUR, as in one more than three) Attacks per Round! But I am pretty sure they started life with 1-1/2 (maybe 2) ApR. They are supposed to get an extra 1/2 ApR at levels 7 and 13. So, by my calculations, these dauntless dancers of death should each have 2 (maybe 2-1/2) ApR if they are anywhere between level 7 and level 12, inclusive.

The fighters have no extra attack or speed modifying clothing that I am aware of. (Do such things exist? Before Severed Hand?) They all have at least 4-point proficiency in a melee weapon and 3 in missile/bow, OR possibly (I can't remember) one might have 5 and 2. Anyways, PP should not affect ApR. So WHERE did my fighters come up with the extra 1-1/2 to 2 unaccounted for ApR?

Party On!
</font>

Jim 10-29-2002 06:39 AM

</font>
  • Bows have a base APR of 2.</font>
</font>
  • Specialising in a weapon grants +1/2 APR</font>
</font>
  • Fighters/Rangers/Paladins gain +1/2 to their APR at levels 7 and 13</font>
</font>
  • Advancing to Grandmastery grants +1.5 attacks to the base value.</font>
</font>
  • So, a level 9-10 fighter equipped with a missile weapon can attack a max of 3 times per round. Before the severed hand though, you can lay you hands on the Messenger of Sseth near the end of dragons eye, granting a base APR of 3, so if one of your fighers is using this bow, he/she will attack 4 times per round (assuming ** or a max of *** in bows).</font>
</font>
  • If you have a ranger wielding a single handed weapon with no shield in the offhand, he/she will get +1 APR.</font>
</font>
  • There are a few more weapons that grant bonuses to APR, but you won't have found these before the Severed Hand. To name a few:
    Ring of Reckless Action
    Valiant (+2 scimitar)
    Long Bow +4: Hammer
    Long Bow +3: Repeater
    Repeating Heavy Crossbow
    Reinforced Heavy Crossbow</font>
You say that one of your fighters has ** in missile and ***** in a melee weapon. When using a melee weapon they will have a base APR of 1, +1.5 from Grandmastery, and +1/2 from level 7 giving a maximum of 3 APR at level 9 or 10. If they have 4 and are not using any equipment/weapons that boost APR, then you have a bug (a rather cool one at that!)

[ 10-29-2002, 06:40 AM: Message edited by: Jim ]

Dundee Slaytern 10-29-2002 07:16 AM

~Insert weapon name~ of Action will have a base ApR of 2. The most commonly found is the Long Sword of Action +1.

NobleNick 10-29-2002 03:19 PM

<font color = mediumspringgreen>Jim, Dundee,

Thank you!

So that's where its coming from: Proficiency Points stacked into a weapon. Cool! I didn't realize that PP affected ApR!

I forget how many stars represent what -- have just called it "1-point proficiency, 2-point proficiency," etc. Can one of you help me fill in the chart below?

* . . = proficient ---->
**. . = specialized ---> gains additional 1/2 ApR
*** . = master?? ------>
****. = master?? ------> gains additional 1/2 ApR, for total of 1 extra ApR
***** = grand master --> gains additional 1/2 ApR, for total of 1-1/2 extra

Party On!</font>

Etsap 10-29-2002 03:32 PM

This information is in the user's manual.

1 - Proficient = removes penalty to hit
2 - Specialized = +1 to hit, +2 to damage, +1/2 apr
3 - Mastery = +2 more to hit, +1 more to damage
4 - High Mastery = +2 more to damage
5 - Grand Mastery = Additional 1/2 apr

Jim 10-29-2002 05:38 PM

Glad to help Nick,

Etsap, you're almost there:

* - removes -1 penalty to hit and damage

** - Grants +1 to hit, +2 to damage, +0.5 attacks to base.

*** - Grants an additional +2 to hit and +1 to damage. Making the current total +3 to hit, +3 damage, +0.5 attacks to base.

**** - Grants an additional +1 to damage rolls making current total +3 to hit, +4 to damage, +0.5 attacks to base.

***** - Grants an additional +1 to damage and +1 to attacks per round making current total +3 to hit, +5 to damage rolls, +1.5 attacks to base.

NobleNick 10-29-2002 10:48 PM

<font color = mediumspringgreen>Gadzooks!! This information could radically alter the perceived "sweet spots" for dualing over a fighter. Are you sure that you gain a whole extra ApR at grand master, Jim, and not 1/2 at high master? Whew! If so, that is quite a cherry to strive for!

I am trying to put everything I have learned into a comprehensive picture for the fighter; so I know when to dual over. We get extra ApR at 7 and 13; extra PP at 3,6,9,12,...; and extra ApR from stacked PP. Assuming all PP get stacked into one melee weapon and the rest go into bow/missile, and that fighter base ApR is 1. Then the fighter would progress as follows ( +/- stats are "add to level 1 fighter with 1 PP in weapon" for melee weapon):

LVL. . ApR . +d -THAC0
. 1 . 1-1/2 . 2 . . 1 (also get 2 PP stacked in bows or missiles)
. 3 . 1-1/2 . 3 . . 3
. 6 . 1-1/2 . 4 . . 3
. 7 . . . 2 . . 4 . . 3
. 9 . . . 3 . . 5 . . 3
.12 . . . 3 . . 5 . . 3 (get third PP in bows/missile, maxing it out.)
.13 . 3-1/2 . 5 . . 3

Wow! Looks like the good break points are levels 3, 7, 9, 12, AND 13, with 9 being really sweet. This is news to me! All of a sudden, the level 13 I have been shooting for does not look all that much better than 12, or even 9!

Party On!</font>

edited to get the table to look right

[ 10-29-2004, 04:19 PM: Message edited by: NobleNick ]

Dundee Slaytern 10-29-2002 11:20 PM

If one were to draw from BG2 experience, there are generally two optimal sweet spots. Level 7, and level 13. You gain saving throw bonuses at level 13 too, by the way.

NobleNick 10-30-2002 09:28 PM

<font color = mediumspringgreen>Ah, Dundee, Thank you! So level 9 might NOT be the answer. Saving throws are important. I sense another column joining my table.

Now, when do we get saving throws? I feel so lame: I am just going to *HAVE* to remember to fire up my CD when I get home.

Party On!
</font>


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