10-13-2002, 07:51 PM | #1 |
Thoth - Egyptian God of Wisdom
Join Date: March 1, 2001
Location: NC
Age: 38
Posts: 2,890
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Why is it that all characters with a racial bonus (+1 small char) are hit more often than any other chars? My dwarf pally and halfling fighter are hit practically every time an enemy swings, and even then the damage is in the 20s, not to mention them being orcs or goblins. What is up with this?
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10-13-2002, 08:15 PM | #2 |
Galvatron
Join Date: December 11, 2001
Location: Plateau of Leng
Age: 46
Posts: 2,190
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A quick check of the manual shows that they aren't using those modifiers in the game. The only AC bonus is the +4 to Dwarves vs giants. Nothing for halflings.
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10-13-2002, 10:25 PM | #3 | |
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
Posts: 6,763
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10-13-2002, 11:34 PM | #4 |
Zhentarim Guard
Join Date: April 15, 2002
Location: OZ!
Age: 48
Posts: 332
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Ive noticed that too!
To start with my characters were walking pincushions for goblin archers, now with points given to dodge and other related skills nary an arrow hits. Same armour, virtually the same AC.
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10-14-2002, 02:00 AM | #5 |
Manshoon
Join Date: October 3, 2002
Location: Washington State, USA
Age: 45
Posts: 246
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I Found it frustrating as well... Only my monks AC was good enough to go toe to toe the first time through and in HoF not even my monks AC is good enough. Its cheap but the best armor in the game is improved invisibility. Now if I could just make a half-orc wizard/barbarian that can cast Tensors Transformation.... Hmmmm [img]smile.gif[/img]
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10-16-2002, 11:27 AM | #6 |
The Magister
Join Date: September 12, 2002
Location: US
Age: 47
Posts: 111
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The thing about armor class and why they haven't given great armor is quit simple. Cast stoneskin and get almost double your hit points...cast prayer and get an effective +1 to ac, protection from evil does the same, chant gives a +1, recitation gives a +1, aura (lvl 7 cleric) gives a +4, defensive harmony gives a +6 (i think), plus any items that give a general bonus and using magic shields your party should be almost untouchable...the problem is that most ppl don't take advantage of these spells, but if used for your big fights they become cake walks even with the mediocre armor lying around.
In IWD 1, I don't think I took more than 100 points of damage for my entire party during the last chapter from non-magical attacks.
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10-16-2002, 12:03 PM | #7 |
Galvatron
Join Date: December 11, 2001
Location: Plateau of Leng
Age: 46
Posts: 2,190
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Hmmm. Are you saying that all those spells can be cast and they stack up as armor modifiers? My impression was that you couldn't get more than one protection of a type (armor, deflection, etc.) except for the "generic" one.
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10-16-2002, 06:03 PM | #8 | |
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
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In my opinion the regular encounter are often harder than the boss fight. When it come to the boss fight, I use everything I have, so I have no trouble. But when I get surounded by tons of monsters that always seem to hit me is when I get in trouble.
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10-16-2002, 10:26 PM | #9 |
Manshoon
Join Date: October 3, 2002
Location: Washington State, USA
Age: 45
Posts: 246
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It's situations EXACLTY like that that makes me miss Spell Sequencer, Spell Trigger and any other of those types. Buffing before battle in this game takes WAY to long. Even with my Sorc at 29 Charisma he still waits 6 seconds between castings. BG2 was kind enough to give items and spells that lowered buffing time. Improved Aclarity comes to mind... That was a fantastic spell, and that amulet that Deidre sold that lowered casting time. Those combined with the Robe of Vecna... Ahhh the good days of casting 3 lvl 9 spells in 6 seconds.
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