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#1 |
Elite Waterdeep Guard
![]() Join Date: July 22, 2003
Location: QLD, Australia
Age: 43
Posts: 9
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I'm playing through SOA and TOB with a thief, and I've been wondering, what are the points after which further investment into certain thief skills does not help?
I realise that there are traps and lock which add penalties to your skill, so what is the highest penalty? What is the worst penalty for trying to stealth under a light? How high a DI do you need to see through any spells? And at what point does the fail rate for pickpocket no longer decrease? (AFAIK, there are no penalties for Set Traps, are there?) And just how does the game decide if you are going to succeed? Does it roll, or does it just compare? Any maths would be appreciated. As would a way to determine these values myself if necessary. I presume that there is some editor at TeamBG which I can examine in-game trap/lock parameters, et al, but Some guidance as to what, exactly would be welcome. |
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#2 |
Quintesson
![]() Join Date: August 7, 2002
Location: Oakville (next to the T.O.), Ontario, Canada
Age: 36
Posts: 1,097
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150-200 is more than enough for Find/remove traps and Pick locks. I believe that there is a 1% chance of failing regardless of your thieving skill. 100 should also be enough for detect illusions and set traps. FOr the stealth skills, the higher you go, the better your skill is so try maxing them out if you backstab a lot.
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\"King Kong ain\'t got NOTHING on me!\" |
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#3 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: June 3, 2003
Location: New York
Age: 40
Posts: 3,302
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Are you sure it's just 1%? I thought it was 5% chance of failure no matter what.
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"You're a thief and a liar." "No, I only lied about being a thief." |
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#4 |
The Magister
![]() Join Date: March 25, 2003
Location: San Francisco
Age: 53
Posts: 137
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I always get annoyed with my characters that have very high pick pockets %ages that seem to fail stealing from a store more often than seems reasonable. This post makes me think that there is more to it than just the straight % listed -- like a hidden penalty. Is that what's up?
I look forward to seeing the answers to Qmanol's and my question. |
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#5 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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They're all stored as one-byte values, meaning the maximum they can store is 111111112, which is 25510. Meaning, it can store any value from -255 to 255. Anything outside that range will either wrap around, read as the extremity, or cause an error depending on what the game was coded in.
There are many many penalities throughout the game, maximum possible penalty should be 255, I would think - anything further than that runs the risk of the penalty suddenly becoming a bonus. Chance of failure is only in play when rolling to hit and to save. With thieving skills, your chance of failure is 100 - your effective score. Don't make the mistake, however, that then putting 100% in everything means you can't fail - it is based on your effective score. Those penalties change your effective score, so if you have 100 in Hide in Shadows, you put armour on that gives a 40% Penalty, you only have a 60% chance of a succesful hide. On the pickpocket issue - all shopkeepers impose a penalty. |
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#6 |
Zhentarim Guard
![]() Join Date: January 12, 2003
Location: USA
Age: 37
Posts: 326
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also IIRC if you download IEEP, and go into the storemaker you can upload the stores and see what the pickpocket needs to be
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