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#1 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
Posts: 1,168
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When playing BG2/ToB without any patches that restore the levels of weapon specialization to what they are in other games, what do these levels actually do for you?
Could somebody please chart this out for me? TIA
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke ![]() |
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#2 |
Dungeon Master
![]() Join Date: May 23, 2004
Location: USA
Age: 46
Posts: 63
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Something like +1 THAC and +2 damage compared to specialization.
In other words, practically nothing. |
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#3 |
Avatar
![]() ![]() ![]() ![]() Join Date: March 20, 2005
Location: North Yorkshire, England
Age: 44
Posts: 520
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IIRC the unmodded benefits are as follows (non cumulative!):
* = use the selected weapon with no penalties ** = +1 THAC0, +2 damage, +0.5 APR *** = +2 THAC0, +2 damage, +0.5 APR **** = +2 THAC0, +2 damage, +0.5 APR, -1 speed factor ***** = +2 THAC0, +3 damage, +0.5 APR, -1 speed factor. So, investing a further 3 weapon proficiencies into any weapon will only give you +1 to hit, +1 to damage and -1 to weapon speed over specialisation, which as SpongeLikeCow rightly states is practically nothing. |
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#4 |
Zhentarim Guard
![]() Join Date: January 28, 2004
Location: Houston, TX
Age: 53
Posts: 312
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And what do the mods that restore grandmastery do to the tables? Can someone put the core rules and patched tables side by side for comparison?
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\"Though we name the things we know, we do not necessarily know the things we name.\" -Homer W. Smith |
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#5 |
Elite Waterdeep Guard
![]() Join Date: June 11, 2005
Location: Greece
Age: 44
Posts: 38
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Before the True Grand Mastery fix:
* 1 ApR ** +1 to hit, +2 damage, 3/2 ApR *** +2 to hit, +2 damage, 3/2 ApR **** +2 to hit, +3 damage, 3/2 ApR, (-1 Speed Factor) ***** +2 to hit, +4 damage, 3/2 ApR, (-3 Speed Factor) After (as it is in BG1/IWD1): * 1 ApR ** +1 to hit, +2 damage, 3/2 ApR *** +3 to hit, +3 damage, 3/2 ApR **** +3 to hit, +4 damage, 3/2 ApR, (-1 Speed Factor) ***** +3 to hit, +5 damage, 5/2 ApR, (-3 Speed Factor) |
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#6 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
Posts: 1,168
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thetruth, are you sure about that Grandmastery (BG1 version)? It seems strange to me that you'd jump from 3/2 ApR to 5/2. 2/1 ApR seems like the next "step" in that progression.
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke ![]() |
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#7 |
Elite Waterdeep Guard
![]() Join Date: June 11, 2005
Location: Greece
Age: 44
Posts: 38
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Yep, tested.Some of the Readmes out there are wrong on this (Ease of use).
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#8 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
Posts: 1,168
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Wow. That step seems overpowered.
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke ![]() |
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#9 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Consider that you need to be at least Level 9 before you can attain GM( no mean feat in BG1 and IWD), and only in ONE weapon proficiency to boot. Also, compare and contrast the pros and cons of Fighters versus Rangers/Paladins( or other classes for that matter) in whole, not just GM.
Spells, better weapon variety, immunities, level differences, combat bonuses, etc... the list goes on and on. Just explain HOW does 5/2 ApR make the Fighter overpowered please. [ 05-20-2006, 02:58 PM: Message edited by: Dundee Slaytern ] |
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#10 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
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I'm not saying that GM makes them overpowered. I'm saying the jump from 3/2 to 5/2 ApR is overpowered.
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