Galvatron 
Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
|
The big brother is listening!
I refered Xyx to your feedback, guys.
Here is his reply:
Quote:
Xyx's Email to Alson:
OK, could read it now. Lessee... Good feedback! I've included my comments
here. Relay to them what you wish.
This was from Jim:
"It seems that you've mentioned the saving throw bonus/penalty that some spells give, but not all of them. In order to make the guide consistent, I'd suggest mentioning all the saving throw modifiers for applicable spells."
Won't do. That would be totally redundant since it merely duplicates the
manual. The reason SOME saves ARE mentioned is to emphasize the
use[ful/less]ness of particular spells.
"There was a comment about the use any item ability, to allow a thief to use Carsomyr, Human Flesh, Ring of Gaxx, Amulet of Seradine to provide 90% MR. I know these items were only given as examples, but Carsomyr grants 50% MR, not +50% MR, so you can see the MR stack only if you equip the Carsomyr first, then the other items, but the first time you actually use Carsomyr, its 50% MR will be applied and override any other bonuses (apart from innate MR), so this combination won't actually give 90% MR."
This I don't get. If you start off with Carsomyr, you get 90%, right? So what
is he talking about?
"The above comment about Charisma is a little vague. This discount depends
entirely on the actual CHA value. Discounts stop advancing after a CHA of 20,
with 20 giving the maximum discount of 25%.
Example (prices in brackets reflect percentage discount):
Staff of Rynn +4, Base cost: 22275
16 CHA = 21060 (5%)
17 CHA = 19980 (10%)
18 CHA= 18900 (15%)
19 CHA= 17820 (20%)
20 CHA= 16605 (25%)"
Is this true? I've never been able to get another discount than 10%, even with
24 Charisma.
"Sword Spiders have 5 attacks per round, not 4 as was referenced by the spider spawn spell (as creatures they have 4 APR base, but have permament haste)."
Good point. In it goes.
"Cone of Cold was referenced as above, but name another spell that deals upto
20D4+20 damage for level 5"
Skull Trap. Same average, only level 3.
"It was suggested to take skull trap over sunfire, but sunfire is available by level 9 (so a skull trap would do 9D6 at this equivalent level) and deals 50%
more damage than a fireball dealing 15D6 damage! I think sunfire is a very capable spell. There's also no danger of harming the caster like there is for a
fireball or skull trap spell."
What's this "9D6 is 50% more than 15d6" business?
"I wouldn't refer to Protection from Acid as "Worthless" since it makes one
particular engagement in the game much easier and it lasts an age (upto 20
turns)."
Noted. Plus a spoiler disclaimer on the home page. =D
"This is a tiny nitpick, but it's not possible to have rep of less than 1."
Noted. Xyx hates typos indeed. =D
"There was also a comment about the Aerial Servant being about as touch as a
mountain bear. In fact, the AS is much tougher with 128 HP compared to 70 HP."
Indeed, hit points aren't everything. In my admittedly limited testing, the
mountain bear kicked the crap out of the Aerial Servant about half the time.
Now that I check them out with Near Infinity, I do indeed get the clear
impression that the bears were just lucky. The Servant is WAY better.
"I've also never understood the fascination with Natures Beauty. They get a +3 bonus to the save or die, and the blindness only affects a tiny 5 foot radius
around the caster, so I'm not sure how you disable half the battlefield with
this one. It's a good spell, but there are much better 7th level divine spells
IMO."
The possibility of this being true shocked me so much that I went ahead and
verified it. Lined up a dozen hobgoblin archers and cast Nature's Beauty. Half
was killed, and those that were in the "kill range" that lived were ALL blinded.
This is from Dundee:
"A little nitpick about Spike Traps. They do not affect everybody. The blue
guardians in Watcher's Keep level 5 are immuned to them."
Noted.
"Liches can and will cast on you with direct-damage spells even if you are
totally invisible. This applies to other enemies that can see through
invisibility."
This kind of figures, but I made a tiny mention about it.
"ADD] The website seems leery of having high resistances, judging from the way it described the various Protection from ~~ spells, but resistances should not be underestimated, and should be highly embraced at all times. Healing from the enemy is a wonderful power tactic, and there is no problem with spell disruption because you can just choose to cast when the enemy is not casting. Remember, if they cannot hurt you, they cannot kill you."
Enemies that totally depend on one type of elemental damage are pretty rare...
Stuff like dragons does elemental damage and physical damage, spellcasters do a
wide variety of elemental damages, and you never know which one comes first.
Then Alson says this: "me and Xyx are quite heavy on the offensive playing
style."
I'm not too heavy on the offensive style, I just think that there are better
ways to spend a level 8 spell slot than PARTIAL protection against SOME of your
opponents attacks. FULL protection is great, I give you that, but full
protection is hard to get since it usually requires physical protections as
well. OK, maybe if you have a stack of Protections from Magical Weapons lined
up... Will reword slightly (again).
"Pierce Shield was a bit of misinformation as well. It is not a RRoR+Weaker
Lower Resistance, but a Secret Word+Lower Resistance. At level 20, both LR and
PS lowers the enemy's Magic Resistance by 30%. 3 of these in a Chain Contingency
is extremely scary to an enemy Mage. Take out one and throw in a RRoR if the
target has Spell Trap."
This I don't get. Besides wondering why you'd need to remove an enemy Spell
Trap or lower a mage's resistance, why Secret Word instead of Ruby Ray of
Reversal?
"[about Protection from Energy] I wholely disagree with this. 75% resistance to Fire/Cold/Electricity/Acid/Magic Damage is not to be sniffed at. Combine with
the Belt of Inertial Barrier and you heal from Magic Missile/Skull Trap/ADHW.
Combine with other equipment, and you gain immunity and healing when possible.
This spell should not be underestimated."
Let's just say I like Simulacrum and Abi-Dalzim's Horrid Wilting a LOT better.
If you really need to buff up before a fight, use several of the lower level
ones.
"[about Finger of Death] He's kidding right? I was slaying Fire Giants and
Dragons in ToB with this spell. They key here is Greater Malison."
No, he's not kidding. Compare this to the payload of a Project Image and the
difference should be obvious. Besides, Polymorph Other is a pretty viable and
MUCH cheaper alternative if you're going to use Greater Malison.
"[about Raise Dead] Your friend does know that "even if your summon does not get hurt, it will go hostile", right?"
No, he doesn't. In fact, he was so shocked by the possibility this could be so
that he decided to verify it on the spot. Skull Trapped two Skeleton Warriors.
One got hit and turned hostile, the other was unaffected and stayed friendly.
"[about Feeblemind] Mediocre my a**. Feeblemind is the reason why I managed to kill Abazigal with a Dispel Magic. It has a -2 save penalty, combine with
Greater Malison for a -6 penalty. Throw in Doom for a -8 penalty."
Mediocre because one spell at a lower level does about the same, and one spell
at the same level does something better.
Some people seem to think that every spell is good "since you can combine with
Greater Malison". Does that make every spell good, or just Greater Malison?
"[about Protection from Acid] Level 5 you mean."
Oops. Good catch. Xyx hates typos. [img]smile.gif[/img]
"[about Spell Immunity] Urm... rightttt... SI is one of the best protection
spells in the game. I laugh at Kangaxx and all other Liches because of this
spell."
Well, how many Kangaxxes do you meet? And what's so useful against other
liches? Protecting against their Symbol, Symbol, Symbol sequence?
Back to Jim...
"[about Shield] it was stated that this spell does not protect from MM in IWD. I was merely saying that it does"
Ah. Noted. I don't have IWD, alas.
"a level 9 skull trap will deal 9D6 damage. A sunfire cast at the same level
will deal 15D6"
Where'd he get that idea? A level 9 Sunfire does 9d6 damage.
"The divine version grants +80% resistance to *magic* fire, the arcane version grants +50% resistance to *magic* fire. Both grant 100% resistance to normal fire. The durations are different, as are the casting times, so these spells are definatley not identical."
Ah, noted. Certainly not identical. There's no magic fire damage that I know
of, though. =D
Great feedback! These guys have my thanks. [img]smile.gif[/img]
Xyx
|
[ 11-04-2002, 11:31 AM: Message edited by: Alson ]
__________________
In memory of Ilan Ramon - the first Israeli astronaut.<br />  <br /><br />[url]\"http://members.chello.nl/~j.vanthull/BG2SR/Home.htm\" target=\"_blank\">BGII Spells Reference</a> - everything you ever wanted to know about spells!
|