10-28-2002, 11:45 PM | #1 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 64
Posts: 1,045
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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! |
10-29-2002, 06:39 AM | #2 |
Quintesson
Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 44
Posts: 1,088
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[ 10-29-2002, 06:40 AM: Message edited by: Jim ] |
10-29-2002, 07:16 AM | #3 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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~Insert weapon name~ of Action will have a base ApR of 2. The most commonly found is the Long Sword of Action +1.
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10-29-2002, 03:19 PM | #4 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 64
Posts: 1,045
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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! |
10-29-2002, 03:32 PM | #5 |
Elite Waterdeep Guard
Join Date: July 19, 2002
Location: Indiana
Posts: 10
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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 |
10-29-2002, 05:38 PM | #6 |
Quintesson
Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 44
Posts: 1,088
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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. |
10-29-2002, 10:48 PM | #7 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 64
Posts: 1,045
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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! edited to get the table to look right [ 10-29-2004, 04:19 PM: Message edited by: NobleNick ] |
10-29-2002, 11:20 PM | #8 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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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.
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10-30-2002, 09:28 PM | #9 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 64
Posts: 1,045
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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! |
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