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#1 |
Manshoon
![]() Join Date: October 20, 2002
Location: Finland
Age: 38
Posts: 166
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I got little bored today when playing BG2 (mainly because my mods are screwed and I can't do TDD's Riativin quest and then I have no interest of reinstalling the whole game). And so I went berserk in the Temple district killing everything I could get my hands on.
![]() ![]() Aleina Folthen did 76 damage to Morning Knight Aleina Folthen did 68 damage to Morning Knight 144 points of damage! Then I remembered something. Spike Trap is only supposed to do 20d6 damage! Which is max 120. Why did it do so much damage? Is it bugged or is there something I'm missing? P.S. If it does matter, my thief's on lvl 25, IIRC. |
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#2 |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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Traps can sometimes activate twice. Don't know if this is due to a bug or if it's just a hidden bonus feature, but I've experienced it plenty of times, both with regular traps and Time Traps. In my solo Swashie fight vs Imp Irenicus, a Time trap in the center of the room gave me two periods of Time Stop. It happens frequently with regular traps, I often get two damage rolls (20 + 18 for instance) with just one trap, and so on...
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#3 |
Manshoon
![]() Join Date: October 20, 2002
Location: Finland
Age: 38
Posts: 166
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Why does it do that? Isn't that kind of stupid to get the effect twice? I though damage is in two parts so it is easier to reduce half of it, if save is made. But then, there is no save vs. traps? Yes, I believe so.
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#4 | |
Symbol of Moradin
![]() Join Date: June 5, 2002
Location: Slovenia,Ljubljana
Age: 37
Posts: 8,554
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Quote:
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#5 |
Manshoon
![]() Join Date: October 20, 2002
Location: Finland
Age: 38
Posts: 166
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Yes, they are cool, but don't you think they are a bit overpowered? For Ao's sake, 144 points of damage? That could kill almost anything in the game. At least in SoA. Or then I might be wrong 'cause I really don't know hitpoint amounts monsters have. And then again, Spike Traps were not meant to be used in SoA, so my point was irrelevant. Anyway.. [img]smile.gif[/img]
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#6 | |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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Quote:
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#7 | |
Manshoon
![]() Join Date: October 20, 2002
Location: Finland
Age: 38
Posts: 166
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Quote:
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#8 |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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Actually isn't that easy to spot. I rarely stop to look at the number of damage rolls after an enemy has set off five traps, and I doubt anyone else does that often either. Besides, since I haven't seen it mentioned by anyone else on any BG2 board (except you that is), I can only assume that it isn't really a universal bug, but one isolated to a certain version of the game or something. I play with the fairly common European version and with all the normal patches, fixpacks and the most popular weimer mods, so I find it strange that so many of the bugs I experience I've never heard anything about from anyone else.
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#9 |
Manshoon
![]() Join Date: October 20, 2002
Location: Finland
Age: 38
Posts: 166
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Hmm.. that's funny.. I conducted some testing and noticed it doesn't occur always. I got these damages as results:
74+54 = 128 points 72 points 56 points 60 points 54+68 = 122 points 70+84 = 154 points (!) This is really wierd.. I guess I should try unmodded game 'cause I have a lot of mods installed right now (too many). Well, I'll reinstall it as soon as I play through BG1 and import my character to BG2. |
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#10 |
Manshoon
![]() Join Date: December 11, 2001
Location: calgary
Age: 41
Posts: 155
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Traps count as area affect type spells. This could be the problem/solution, a enemy trigers the trap, keeps moving and trigers it again before the trap has fired...thats the only solution I can think of. This also applies to traps at higher levels because one trap can target more than one enemy.
If this was the case with multiple firings, then super fast pausing might be able to inflict infinite amounts of damage...have to try that.
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