Icewind Dale II
  • Kotomicuki
    #452
    Ebben a leírásban van szó a gyengítő sugárról:

    "Ray of Enfeeblement - While not so especially useful in Normal mode, where
    the easiest way to deal with hordes of enemies is some mass destruction
    spell, this spell works wonders in HOF. Enemies have lots of hit points and
    they hit hard, so it's nice to remove at least the "hit hard" part from the
    equation. Of course we'll have other, more powerful spells by then, but one
    shouldn't neglect this 1st level spell when there's nothing better to do."

    De a vámpír érintéssel nem foglalkozik ez sem, tehát csak én álmodozom a felhasználhatóságáról... (helyette a 'finger of death' használatos)

    Ehh, tényleg külön kell képezni a buff-oló, a debuff-oló és a tűzerőt adó mágusokat/boszorkányokat/stb - mindent, egy karakterrel lehetetlen megoldani - ; specifikusan, előre eltervezni, hogy mit kap meg és azt milyen kombinációkban használja.

    ...

    Vannak érdekes karakterek a fenti leírásban:

    Deep Gnome Monk(5)/Rogue(1)/Dreadmaster of Bane(12)/Conjurer(12)

    STR 9
    DEX 20 (may reach 31 with Tenser's bonus active for +10 DEX AC bonus)
    CON 10
    INT 16 (for Tenser's)
    WIS 20 (reaches 40 with all bonuses for +15 WIS AC bonus)
    CHA 1

    Total AC:
    10 (base)
    +10 (DEX bonus)
    +15 (WIS bonus)
    +9 (Team member abilities bonus)
    +11 (Equipment bonus; stat bonuses from equipment already accounted for)
    +11 (Feats & other bonuses)
    +21 (Spell bonuses)
    ===
    87, 79 without the Tenser's Transformation spell


    Half-Orc Paladin(1)/Fighter(4)/Cleric(7)/Sorcerer(12)/Rogue(6)

    STR 20 (could reach 45 together with maxed buffs, but capped at 40)
    DEX 3
    CON 18
    INT 1
    WIS 16 (Cleric spells plus Will saves)
    CHA 16 (for Sorc spells and Divine Grace)

    Total damages:
    Weapon - 2d12+5+1d6(fire)+1d10(fire,10% chance) = 7-29 + 1-16 (fire)
    Other equipment - +18 to min dmg (2d12 counts luck twice) and +2 max dmg
    Team member bonuses - +5 to min damage, +3 to max damage
    Strength bonus - +22 damage (with good casting of Tenser's and Ch. Strength)
    Feats - +7 damage
    Spells - +13 to min damage and +11 max damage
    Total without criticals = 72-74 + 1-16 (fire)
    Critical area width = 1 (Greataxe) + 1 (Improved Critical) + 4 (Executioner's
    Eyes) + 10 (effect of Luck) = 16 (80% of 1d20 range)
    Damage with criticals = (72-74) + [(72-74) x 80% x (3-1)] =
    (72-74) x 260% =
    187.2 - 192.4 + 1-16 (fire)